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

Would you please add a support for https://www.reddit.com/r/pathofexile/comments/5xd5ol/the_wise_oak_bismuth_flask/ (damage penetration according to resistances)?
Last edited by Sitnave#3076 on Mar 7, 2017, 5:38:01 AM
Edit: Nevermind.
Last edited by HiddenoO#1951 on Mar 7, 2017, 9:39:18 AM
Where do I get the new uptade 1.3.18?
Is it possible to sim essence mods on stuff? I couldn't find the mod I was looking for on the rare crafting area.

Thanks! I really love this program and it's been helping me understand PoE on a whole new level.
Also, could you consider adding checkboxing to enable/disable a skill next to skills table?
Clicking in either place would do the same thing (or you could resign from Enabled in the selected skill.

Annoying issue, on my laptop screen I cannot click the lowest portion of the app (in the screenshot my taskbar is set to 2 rows) as per screenshot



Unable to resize app to make it fit, 1366x768 is screen res.

It seems Path of Building is using the implicit 2h sword accuracy mod as "more" instead of "increased" according to the calculation window:

Any plans for calculating defences as well? Would be cool to see the increases and reductions of 'effective hp' when equiping stuff like Lightning Coil and the like.

Furthermore, since 2.6 the way the game rounds certain numbers has changed. It has changed from round down to round to the nearest number. This is noticable with a flask like Undying Sun. I'm not entirely sure but I believe that it also works for increases to max resistance. For instance a level 23 purity of fire increases the max fire res with 5%, and with 50% increased aura effectiveness it should increase the res with 7.5% and then round it up to 8%. Path of Building currently rounds 7.9% still down to 7%.
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xrook wrote:
your dagger implicit crit chance is considered as local, combined with a crit chance affix roll turning base crit as 8.xx to 11.xx
Do you have a specific item on which this occurs? I checked all the dagger bases, uniques and templates and all of them have global crit chance.

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Rebur wrote:
About one of the new Jewels that got put in the new update. Violent Dead has up to a maximum Minions deal 15% increased Damage range not 12%.
Fixed.

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dosteorias wrote:
Why does this tool consumer so much CPU?
It shouldn't consume much CPU on most systems, but its renderer is rather inefficient and can use quite a bit of CPU time on older systems. I intend to rewrite it someday which should help with this.

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Slimak1980 wrote:
I was download last version & when start I have error:

--- ERROR ---
Critical error at address 685FC427h:
Access violation: attempted to write to address 655B0243h
At what point exactly does this error appear? The full contents of the console window would help.

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Dancing_Shadows wrote:
Bug: If you equip "the consuming dark" it gives you 100% chance to poison and uses your phys damage to calulate your poison base damage as well.
That's a known issue; factoring in that modifier correctly is actually quite difficult to do, owing to the complexity of the poison calculations. It's on my radar though.

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paulcdejean wrote:
It's not really important but your sambar scepters only penetrate 2% of damage.
Fixed in the next update.

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Eloreden wrote:
Sorry for stupid question but there is a way to change directory to save Build ?
Not yet. Is there a particular reason you need it to be moved?

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grandanes wrote:
Is there a way to get skill tree summaries like poeplanner does? So I can check how much total aura effect I have, total fire damage, etc?
Most of those stats can be found in the Calcs tab, but there are a few things that aren't shown anywhere. I'll likely add a summary at some point, but it's not a high priority.

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Sitnave wrote:
Would you please add a support for https://www.reddit.com/r/pathofexile/comments/5xd5ol/the_wise_oak_bismuth_flask/ (damage penetration according to resistances)?
Shouldn't be too difficult; I'll see what I can do.

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gadereel wrote:
Where do I get the new uptade 1.3.18?
The program should download updates automatically; is that not happening for you?

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Poobah wrote:
Is it possible to sim essence mods on stuff? I couldn't find the mod I was looking for on the rare crafting area.
Essence mods have to be added manually using the "Edit..." feature; there's too many of them to include on the templates.

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Sitnave wrote:
Also, could you consider adding checkboxing to enable/disable a skill next to skills table?
Clicking in either place would do the same thing (or you could resign from Enabled in the selected skill.
I will consider it.

"
baadtz_maru wrote:
Annoying issue, on my laptop screen I cannot click the lowest portion of the app (in the screenshot my taskbar is set to 2 rows) as per screenshot
I'm not sure what's happening there; have you tried restoring and maximising the window?

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ComMcNeil wrote:
It seems Path of Building is using the implicit 2h sword accuracy mod as "more" instead of "increased" according to the calculation window:
That's the correct behaviour. Accuracy modifiers on weapons are local, and like all local modifiers they are multiplicative with global modifiers.

"
jurgyy wrote:
Any plans for calculating defences as well? Would be cool to see the increases and reductions of 'effective hp' when equiping stuff like Lightning Coil and the like.

Furthermore, since 2.6 the way the game rounds certain numbers has changed. It has changed from round down to round to the nearest number. This is noticable with a flask like Undying Sun. I'm not entirely sure but I believe that it also works for increases to max resistance. For instance a level 23 purity of fire increases the max fire res with 5%, and with 50% increased aura effectiveness it should increase the res with 7.5% and then round it up to 8%. Path of Building currently rounds 7.9% still down to 7%.
EHP calculations are on the TODO list, but it's not trivial to do as there's a lot of things that need to be taken into account.

I've already changed the rounding method used for flask/aura/buff/curse effect; it's in the next update.
Ignite DPS calculations are kind of funky. We noticed last night that adding Chance to Ignite could decrease DPS, because the way it's calculated is to take a weighted average of the DPS from crit and noncrit ignites and Chance to Ignite increases the portion of noncrit ignites. Shouldn't it just apply the DPS of the highest damage ignite since that's what will actually happen? Or maybe make a config option so people can set it depending on ignite frequency?
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