Path of Building: Offline Build Planner [v1.4.71]

Guys, I'm playing Ancestral Warchief build. Is there a way to calculate what Golem buff is better — Flame with 18% damage or Lightning with 9% AS?
Hey guys, first of all thanks for making a great programme like path of building. Now for my question seems like i can't import any build via pastebin or with code. When i'm using pastebin, i always get
SSL connect error and i tried hundreds of different pastebin codes and i still get the same result.

When im using; To import a build, enter the code here: this time im getting invalid code error.

The only thing i can do with path of building is character import with account name. I feel desperate any help would be appreciated.
Hey, first of all - fantastic program, thanks a lot!
Is there any chance you could add an option to:

A) Filter uniques by level, so that I can only see the options available up to my current level
B) Sort uniques by DPS, much like I can see the support gems sorted by DPS gain? Or maybe even color them by defense/DPS like the skill tree nodes.

Again, thanks a lot.
Thank you for the program! It's been helpful from simply optimizing jewels or gems all the way to theory crafting a character. But I had a question I was curious to see if you had an answer for(searching the forums wasn't working well for me):

It was my understanding that "Damage on full life" or "x% increased damage" had the ability to double dip since the damage increase was generic. Was this changed with the "ailment" patch or has it never double dipped with mechanics such as Doomfletch's Prism's "extra damage" modifiers?

I was trying to be crafty with my first Doomfletch build and use generic damage where I could find it, but it seems like generic damage increases do not double dip the damage. Same case with projectile damage, which I moreso assumed. Thanks again!
Hey again. I'm wondering if you're aware of this workaround to make PoB work in Wine. It's crude but identifies the problem and makes the program run perfectly for me.
same name in-game
Hi i have some problem with window resolution. I can't see the top bar and the cursor is not synchronized. Do anyone know the solutions? (I cant w8 to make some theory crafting)


(I'm using 1920x1080 reso)
Last edited by maciek121#5851 on Sep 12, 2017, 4:42:01 PM
I've discovered a major flaw with the program: It's so useful, you will keep getting asked to do more ;)

You've already made a huge difference for this noob.

Thanks!



Now, to add my share to the requests for more....


#1: I find myself trying to use POB as an inventory tracker, despite it not being optimized for that. The reason is in the calcs. Whenever I find a promising new rare, POB lets me know the trade-offs of swapping it into my gear set, much faster, and much more reliably than my poor maths. I'm not in SSF, but my play-style is SSF. POB also helps me decide which gear to keep or toss when I run out of bank space.

So my top request would be to echo someone's earlier request for a way to automate importing character inventory, and bank inventory.


#2: About the item comparison tool-tip.... Sometimes it runs out of display-space and gets cut off by the bottom of my screen. I'm not seeing a way to scroll it? This pretty reliably happens when comparing weapons, rings, and jewels.


#3: I'm finding that I don't always need to see the information in the left-most panel - Everything below the "Tree", "Skills", "Items", and "Calcs" buttons. Particularly, when I'm working with shared items, and importing items (Craft item & Create custom), I find myself wishing for the option to collapse the left-most panel, so that I don't have to click the scroll bar so often.


#4: Similarly, it seems half of the buttons at the top are related to Passive Skills, and are unnecessary when dealing with Items or Gems. For what it's worth, I would find it more intuitive to me if the "Import/Export Build", "Notes", "Configuration", "Tree", "Skills", "Items", and "Calcs" buttons were also in the bar at the top, along with "Back", "Current Build", "Save", and "Save As" (that are already there). And if the Skill points spent, Level, Class, and Ascendancy information moved to show up when specifically looking at the Skill Tree. The "Bandit" options seem to belong with the Skill Tree, too.



I'm not much of a programmer, so I have no idea how much work is involved with any of these requests. Instead, I'll just say thanks again for what you've done. I already consider POB a necessity for playing POE.
"
ZePample wrote:
Hello, i am not sure if people that create and do Path of Building read here but i have a suggestion: Could you please add the Sandworn Slaves to the specter list? I would love to theorycraft a build with those.

And add support for Vis mortis "Unholy might" on specters.
"
TheuberClips wrote:
If you can add some of the new mobs to the list of spectre types, that'd be lovely - assuming you can.

Notables include:

Wicker Man
Tukohama's Vanguards (these might be a pain to import because they use totem Scorching Ray)
Solar Guards
I cannot add new spectres at the moment, as 3.0 introduced a new scaling system for monster skills that I haven't been able to reverse engineer yet.

"
LaplaceNoMa wrote:
When using the 'sort by dps' feature for support gems, apparently the calculations take only single-target (boss) damage into consideration by default. Can't for the life of me find where I can tell PoB to favor aoe/map clearance dps... Halp!
The program makes no attempt to estimate your "clearence dps"; the amount of work required to add such calculations is huge, and it isn't something I'm planning to add any time soon.

"
CoolColJ wrote:
Should Ironwill, will wearing the Baron, do anything to raise Spectres? it doesn't in POB

And to add to that Repentance gloves as well
The only way it can apply is by linking Iron Will Support to Raise Spectre (which does definitely work in PoB).

"
ZLukoMK2 wrote:
i imported my ll rf guardian into the version 1.4.62 of path of building and my character in game has 10,016 es, but in the program has 9488. whats going on?, i imported everithing from my profile, any clue?
"
blastarus wrote:
I'm having ES issues as well. PoB reports 5840 while ingame it's 6296. I tried reinstalling PoB but that didn't fix it. Is there any cache location i need to clear maybe?
Both of you are using The Pariah, which isn't fully supported by the program yet (as it doesn't support stats that are conditional upon an item's socket colours).

"
Kaz2ndChance wrote:
Hey, TY for your continued hard work!

Found a buggy interaction with empower before and after dps calculation (sorry if this has been mentioned)

Basically, incorrect calculation when going from empower to another (higher dps) support; it tends to underestimate the dps change. Along the same topic: could we have empower default to level 4 instead of 3?
Fixed in the next update. I don't feel that I should change the default level for Empower though; most people can't afford a level 4 gem.

"
ih8mondays wrote:
Not sure if you have already fixed this issue, but i was using your program to calculate weapon crafting in and it worked flawlessly up until i tried it on Runic Hacthet. The problem is that the program calculates as if the implicit %physical damage is local, but it is a global stat. Other than that you have made a truly efficient program.
It is global, yet it is worded exactly the same as the local version of the stat. Since the wording is all the program has to work with, I can't easily fix this, unfortunately.

Honestly, I'm quite fed up with GGG's stance on global/local distinction; forcing us to rely on context is a questionable decision to begin with, but the fact that ANY exceptions exist completely breaks it, and unfortunately this instance is far from the only one.

"
firestronk wrote:
Have a 1920x1080p monitor but for some reason, the craft item box gets cut off as well as the buttons on the bottom
Could you show me a screenshot of that?

"
Akytalusia wrote:
is there any way to highlight more than one node type?
it would be easier to plot a path if i could see all the nodes i want to hit at the same time rather than having to memorize where each type batches are.
Not at the moment, but it's amongst the improvements that I have planned for the tree tab.

"
Omga4000 wrote:
[BUG]
Lacquered Buckler's base Evasion is wrong.

In PathOfBuilding: Base Evasion Rating: 382
In Path of Exile: Base Evasion Rating: 440

Thank you,
Omga4000
If you are seeing 382, then you're in a 2.6 build, as that it what the base used to be before 3.0. Anyway, the base values cannot be incorrect as they are all exported directly from the game data files.

"
regen59 wrote:
hi,
same problem than firestronk, i can't choose class etc and i'm in 1920X1080 too.

edit: in launch.cfg i change set vid_fullscreen to 1. Now i can choose class and view skill points numbers use.
Apparently it's a screen size detection problem, in my launch.cfg it's written set vid_last "1280,720,0,0,0" while i'm in 1080p.
"
maciek121 wrote:
Hi i have some problem with window resolution. I can't see the top bar and the cursor is not synchronized. Do anyone know the solutions? (I cant w8 to make some theory crafting)
This is caused by a bug in older versions of the Intel HD Graphics driver, and is fixed in the 15.46 version.

"
lyravega wrote:
Hey there devs. I made a very small change that allows multiple node searches to be done at the same time. This is the fork I've made, I didn't create a pull request or anything like that not to bother you but I hope you'll see this message.
I must admit that's quite an elegant solution, although the code itself isn't too pretty; I presume you're not overly familiar with Lua. Comma is not a good choice for delimiter though, as it does appear in some node names and descriptions. I'll see if I can get some version of this in somwehere in the next few updates.

"
Schaller wrote:
The Warding Suffix is displayed in blue for flasks, however this does not temporarily disable curses set in the Player Debuff/Map mod configuration panel. The immunity/removal affix on Kiara's Determination also isn't recognized.
Fixed in the next update.

"
Oxmo wrote:
I am making a beacon of corruption build.

Been theorycrafting a bit on PoB.

I've asked other people, and Concentrated Effect should work.

But trying it on PoB doesn't work. It should technicaly work, but I am not sure how to test it in game.
It should work, as the cloud is a persistent AoE, but I forgot to tag it as such, so it isn't benefiting from Area Damage modifiers. That's fixed in the next update.

"
hwat wrote:
Guys, I'm playing Ancestral Warchief build. Is there a way to calculate what Golem buff is better — Flame with 18% damage or Lightning with 9% AS?
Yep. If DPS sorting for gems is enabled, then buff/aura/curse skills are sorted just as support gems are; so if you open the gem selection dropdown, then type 'golem', you'll see the golem skills sorted by DPS.

"
Ducktheplan wrote:
Hey guys, first of all thanks for making a great programme like path of building. Now for my question seems like i can't import any build via pastebin or with code. When i'm using pastebin, i always get
SSL connect error and i tried hundreds of different pastebin codes and i still get the same result.

When im using; To import a build, enter the code here: this time im getting invalid code error.

The only thing i can do with path of building is character import with account name. I feel desperate any help would be appreciated.
I'm not sure what's causing the SSL errors; the program uses libcurl for networking, so I may not be able to fix it. But you should be able to import the code manually; are you sure you're copying the code correctly? The most reliable way to do it is to click "raw", then select all and copy.

"
ergoduck wrote:
Is there any chance you could add an option to:

A) Filter uniques by level, so that I can only see the options available up to my current level
Adding better support for levelling characters (including filtering or enforcing gem/item requirements) is on my TODO list, but I may not get around to it for a while.
"
B) Sort uniques by DPS, much like I can see the support gems sorted by DPS gain? Or maybe even color them by defense/DPS like the skill tree nodes.
This isn't currently practical to do, as the sorting process is too slow to do all the uniques in a reasonable time span; it will take a fair bit of optimisation to allow it.

"
Makagulfazel wrote:
It was my understanding that "Damage on full life" or "x% increased damage" had the ability to double dip since the damage increase was generic. Was this changed with the "ailment" patch or has it never double dipped with mechanics such as Doomfletch's Prism's "extra damage" modifiers?

I was trying to be crafty with my first Doomfletch build and use generic damage where I could find it, but it seems like generic damage increases do not double dip the damage. Same case with projectile damage, which I moreso assumed. Thanks again!
No form of double dipping has ever existed with hit damage calculations; only with ailments pre-3.0. All applicable damage modifiers can only apply once, even when damage conversion (like Doomfletch) takes place.

"
iao wrote:
Hey again. I'm wondering if you're aware of this workaround to make PoB work in Wine. It's crude but identifies the problem and makes the program run perfectly for me.
Interesting. I'm actually intending to rewrite the window initialisation code to try and avoid some issues that occur on a small number of systems, which would also fix that issue as a side effect; hopefully I'll get around to it in the not too distant future. But the entire engine is set to be replaced with a portable Qt version eventually, which will remove the need to use Wine at all.

"
HonestLight wrote:
#1: I find myself trying to use POB as an inventory tracker, despite it not being optimized for that. The reason is in the calcs. Whenever I find a promising new rare, POB lets me know the trade-offs of swapping it into my gear set, much faster, and much more reliably than my poor maths. I'm not in SSF, but my play-style is SSF. POB also helps me decide which gear to keep or toss when I run out of bank space.
Importing inventory is a little tricky, as you can't avoid using a session ID. Importing stash tabs is even harder, as there's a limit to how quickly the API will allow you to dowload tabs. Neither is likely to happen any time soon, as I don't have time to work on such features at the moment.
"
#2: About the item comparison tool-tip.... Sometimes it runs out of display-space and gets cut off by the bottom of my screen. I'm not seeing a way to scroll it? This pretty reliably happens when comparing weapons, rings, and jewels.
You can work around that by double-clicking the item, as once it is in the item editor the Items tab's vertical scrollbar can be used.
"
#3: I'm finding that I don't always need to see the information in the left-most panel - Everything below the "Tree", "Skills", "Items", and "Calcs" buttons. Particularly, when I'm working with shared items, and importing items (Craft item & Create custom), I find myself wishing for the option to collapse the left-most panel, so that I don't have to click the scroll bar so often.
That would be tricky, since the navigation buttons are in the sidebar.
"
#4: Similarly, it seems half of the buttons at the top are related to Passive Skills, and are unnecessary when dealing with Items or Gems. For what it's worth, I would find it more intuitive to me if the "Import/Export Build", "Notes", "Configuration", "Tree", "Skills", "Items", and "Calcs" buttons were also in the bar at the top, along with "Back", "Current Build", "Save", and "Save As" (that are already there). And if the Skill points spent, Level, Class, and Ascendancy information moved to show up when specifically looking at the Skill Tree. The "Bandit" options seem to belong with the Skill Tree, too.
The reason those controls are at the top is because they are closely related to each other, and determine some of the most basic and important properties of the build. Placing the navigation buttons in the top bar is something I've considered before, but I've never been able to come up with a good layout for the resulting bar that doesn't waste space; their position needs to be fixed, and the most logical place is above the top left corner of the tab container, but that leaves a space to the left that can't easily be filled.

Regardless, messing with the basic layout of the UI isn't something to be done lightly; I'd need to be very sure that the result is really an improvement for the majority of users.
"
Openarl wrote:
Interesting. I'm actually intending to rewrite the window initialisation code to try and avoid some issues that occur on a small number of systems, which would also fix that issue as a side effect; hopefully I'll get around to it in the not too distant future. But the entire engine is set to be replaced with a portable Qt version eventually, which will remove the need to use Wine at all.


Ah awesome. I had read somewhere (or maybe it was in reply to previous question of mine) about the eventual Qt version-- definitely the best path forward and I feel I should thank you and the contributors for taking that big step. Even better to know there are still some big developments coming sooner that'll address this though. So thanks for that and your response as well!
same name in-game
EDIT: nvm, i am dumb.
Last edited by Calabast#5609 on Sep 14, 2017, 10:59:49 PM

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