Minion Damage?
" Well yeah that's how most people check their dps(if not using POB), I don't use PoB because i generally don't need it having a feel for how much im dishing out but as a minion user its been quite frustrating at times to not be able to get some benchmarks. I joined in 2013 and there weren't any fancy tools or programs so i had to learn everything myself or off the wiki, The only way was the hard way :P Innocence forgives you Last edited by SilentSymphony#3358 on Sep 24, 2024, 2:16:41 PM
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"Just writing it onto the gem would be a significant improvement. That wouldnt even need much for calculations. No wonder it's lost, it's in the middle of the jungle!
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" I'd imagine the resistances, armour / evasion, non-dynamic defences would be easy to program into the character pane. The DPS, like most/all skills is always incomplete. Whilst it can determine minion count, times this by minion damage, times this by minion attack speed.... i don't believe the character sheet has ever calculated poison/bleed dps / uptime? Whether feeding frenzy is active, or not. Whether the target has withered stacks, maim, intimidated, crushed There's way too many for it to calculate correctly. |
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What Jixa has been saying you have to get a feel for it. Pretty much every skill in the game has to do this. POB is never something that shows a picture that is representative of what you will have.
It will just help you know you are on the right path, and taking what you should. Which is nice but not something you depend on, especially when you are knowledgeable at the game. You're essentially asking for a number that wont mean anything in the end. It only gets worse if you do spectres, which have multiple attacks that you cant control which ones they do or do not. For example my spectre build with perfect dark reaper they have lacerate, default attack, whirl, and slash. All do different damage, and all apply a different magnitude of bleed. Then theres uptime and speed, cooldown, etc... all stuff you cant know. Its a lot of information that is not available, so having a number for you would mean nothing. Mash the clean
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" Could you imagine what that would look like on a character sheet? How much damage does my spectre skill gem do, Well which spectre do you want to calculate? What skill is that spectre using? Mashgesture highlights a valid point, minions with multiple abilities that are used at different times would not provide useful information in-game. It'll be a cascading menu of drop downs, it already is in POB, but it wouldn't give you accurate information. I don't believe the UI would really support this level of interaction. Even a tab for each ability wouldn't show how they interact with each other. |
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^nah I don't agree with any of that. Simple solution would be to have a page for each skill the minion uses (as separate skills in the character page).
Ex: Zombie Slam vs Zombie basic attack. Have a page for zombie slam, and a page for zombie attack. Include the details of the cdr like any other skill with a cd. They already do this with vaal skills (splitting normal skill and vaal skill automatically). Spectres are unique, but there are plenty of other minions that could have in-game data. And regarding the "uptime" of certain skills such as the different attacks done by a stone golem, well....that doesn't really matter. As long as we have the cd and the damage numbers, we can make plenty of useful inferences. The EXACT number is not what is important, but at least SOME data is extremely helpful. Right now its a total blank wall for no real reason. As for skills that do "multiple" damage types (hit + dot), the game DOES show you this already. It isn't totally accurate but its accurate enough to give you plenty of usable data. Any skill that applies a DoT and a hit damage shows both values in the character page. All the "extras" you guys listed are already non-existent for most other skills, and yet the tooltip dps is still very helpful for all hit-based skills. You can still see how the damage scales, regardless of whether the actual number is 100% accurate or not. And that number adjusts automatically with buffs such as rage, or frenzy charges, etc. They could easily do the same for minions. Heck.....they could even make it so once you summon a certain minion, their skills become toggleable on your skill bar (but not useable), so that you can see WHEN they get used and how often. This could be great for spectres, although if you use many different types it would be a bit unwieldy. Last edited by mefistozxz#6750 on Sep 24, 2024, 1:48:25 AM
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" Simply having the minion base stats on the gem gives several big advantages over not having them on the gem: 1) I can math it myself. (Im actually doing this for my builds.) 2) I can compare to some degree - for example with other minions. 3) I can tell from just looking at the wiki how well (the damage part of) the skill scales with gem levels. If there are no base stats available I can only do cumbersome testing. It would obviously be a huge improvement over not having those base stats on the gem. (Whether PoE can potentially provide complete realistic DPS output or not is from my POV an approximately irrelevant question in terms of the context "give minion stats to the player or no".) No wonder it's lost, it's in the middle of the jungle!
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"The number alone not being sufficient doesnt imply the number being useless. "Even if there are some minions for which the number alone is useless, that doesnt make that number useless for other minions. No wonder it's lost, it's in the middle of the jungle!
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"How is that a useful argument for not showing damage stats on other minions? "All that is needed for a significant improvement is "SRS does x damage per hit and y attacks per second" on the gem. ""I cant do it perfectly for everything so Im not going to do anything at all". No wonder it's lost, it's in the middle of the jungle!
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