Hit Simulator Request!
A huge request to people with programming skills.
We need another site for the game Path of the Exile. The point is this. We import a character (as in p.o.b.), show his health level, choose what to hit with (attack or spells), then choose the type of damage (physical, elemental or chaos). Select the damage power. For example, 100 or 100000 and press the "hit" button. Optionally "hit 10 times" and "hit 100 times". And watch the change in the HP indicator. Such a site will greatly help adjust the character's survivability. Please support this idea or suggest your own ideas. Last edited by ARRRGHH on Jun 3, 2024, 5:57:00 AM Last bumped on Jun 9, 2024, 7:19:07 AM
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" What's the point! You want AI to generate your characters in Action RPG. Realy, is that fun? | |
I get it what you mean with this idea, you can calculate this within pob from what I can remember your health pool and the max hit you can tank, buuuut with poe there is always the element of surprise or rng and all of sudden your character can be deleted from one little mob outside your screen, as in craft of exile: will tell you that in order to craft a certain item you have let's say 1 in 10 tries to hit what mods you're searching, but when you go in-game you will end up with a different story.
We should not seek to use this power to change those around us, no... This power is a means for us to change ourselves. To be reborn as Wraeclast intends us to be. - The Slaying of the Gods //Oshabi//
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"Thou shalt not have damage numbers or target dummies."
- The Vision | |
Cool idea
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Amante de las abejas🐝 |
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Path of Building shows an EHP pool (i.e. a pool of how much damage you can take factoring in all of your assumed defenses) and the maximum size of single hit your character can take of each element. This is approximate information, but is about as close as you're likely to get to a hit calculator.
The issue isn't so much that calculating damage in PoE is difficult, despite pointless snark about hit numbers and target dummies. The issue is that much of PoE's combat is obtuse and difficult to visually parse due to the greatly accelerated speed of high-level gameplay and the amount of screen clutter most endgame builds produce. This is very difficult to solve in PoE1 due to longstanding technical limitations, but they're taking steps wherever they can (see the recent updates to Detonate Dead effects) and keeping this issue front of mind in PoE2. They've already added damage numbers in the second game, and the whole game is nothing but a sea of endless target dummies. Want to see your damage? Go into a zone and kill something. Boom: there's your damage. For the sort of in-depth, point-by-point breakdown of exactly what you're doing, path of Building and similar tools exist. A lot of other players not only don't care about that level of minutiae, they actively dis-want it. There's a reason DPS meters are such a contentious topic in MMO circles, and Path of Building is already what amounts to an offline DPS meter. | |
" I realise this is heavily sarcastic but in design terms the closer you allow players to the maximum the closer content has to be tuned to the maximum The vision is nothing to do with it, its redundant design where you add a feature that forces you to address the fact you added the feature. End result is you don't add the feature. Damage numbers though is just a choice, some players like them some players don't - I already have a hard enough time seeing the 200 on death effects underneath the 10 league mechanic corpse windows without trillions of numbers from CoCspin blinding me. Conversely we also already can't see so maybe it wouldn't make any difference :p |
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There are target dummies in The Elder Scrolls Online. You can add them in your hideout, kill them (they resurrect after a few seconds) and see in the log some stats like time spent and the average DPS. It's very useful.
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