[Tool] Looty! Very fast stash search & XP tracking.
Nice chrome extensions. Little confused if it really works tho.
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" It should out of the box. Do you have some problems with it ? | |
Can this pull items from the Unique Items Tab? I don't seem to be getting those.
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" Sadly no. GGG did not give developers access to this stashtab, like other tabs. :( same situation as with map tab. As far as i know, there is some way of pulling such info - through requesting these items from trade site (which you first have to made sellable). But I doubt anyone would like to do this, if its not very needed. | |
Aaaand I'm getting the infamous "Throttled by pathofexile.com" message now, it was working until a couple of days ago =/
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Firstly, nice tool. I've been working on something similar to manage my inventory off and on for years, but ever since I sidegraded to Windows 10 after getting a new CPU my old program has become slower than molasses flowing uphill. Between being able to pull data from the game servers themselves, something I haven't implemented alongside a local database, and simply just working faster it's definitely a lot easier for me to use this than my program at the moment.
I sincerely do not mean any of my following comments to diminish the value of this program or the work put into it. I have noticed a few things that aren't present in Looty that I incorporated into my program. One thing is allowances for stat-based weapons. I can honestly see someone not wanting to implement this when you're dealing with X increased damage per Y strength or +1-2 damage per level, but it's something that would be nice so that players can have a better idea of when a niche item might actually be an upgrade. I handled this by allowing for setting stats/level directly, but I could also see it being useful if this information was based on a selected character from your roster instead of, or in addition to, being able to set the values manually. The second thing is that situational damage modifiers aren't being properly included. Dyadus is an example of the former in that it provides fire damage in the main hand, cold damage in the off hand, and both are being factored into the weapon's "real" elemental DPS thereby doubling it. This one I handled by only showing the weapon's main hand elemental DPS and creating a "dummy" version (labeled "off hand") to show the off hand elemental DPS as well. Another example, and one that's less easy to justify incorporating blatantly, is the Eclipse Solaris wand and its critical strike chance bonus against blinded enemies. Prismatic Eclipse's bonuses based on socket colors are a situational unique bonus that should be easy to take into account when displaying weapon DPS though. The third thing is damage conversion and extra damage. Moonbender's Wing, for example, converts 25% of physical damage to cold and another 25% to lightning, but in Looty I see the weapon doing all physical damage. It won't necessarily affect total DPS values, at least for the weapon, but if I'm looking at items with an eye towards elemental damage it would mean Moonbender's Wing would never show up even though half it's damage is elemental. As for extra damage, Doomfletch's Prism grants you 110% of physical damage as damage from all three elements, and as a result a bow that does 369 total DPS, 283 elemental, is instead showing up as dealing only 78 physical DPS Finally, the fourth thing I noticed "missing" from Looty, and one that I don't understand, is the inclusion of critical strikes in DPS. I have a Marohi Erqi that does 418 DPS after taking critical strikes into account, but Looty only shows its DPS as 389. This isn't a big issue for a weapon that isn't aimed at crit-based builds, but when you have a weapon where the critical strike values on it could double its DPS it becomes a big issue. As I said, I can understand why things like the main/off-hand damage split of Dyadus, stat-based bonuses to Pillar of the Caged God, Eclipse Solaris' crit chance vs. blinded enemies, and other such factors haven't been incorporated. Factoring them into my own program was a pain in the rear. Damage conversion, extra damage, and critical strike modifiers would be nice to see incorporated however, and the crit mods should at least be fairly easy to do. | |
" Probably you already fixed your issue. Although throttle msg appear when GGG server is saying to Looty "You cant get more items data now". So it tries again. If you have lots of tabs, then it can be quite long for this message to show. If extension does not work altogether feel free to PM me, and i'll try to help you, and anyone who reads this too. Because ver. 0.2.1.77 is working fine in chrome, opera, and firefox too (but in ff it has to be loaded manualy) " Hi! Nice to see some new input. I'm just contributor to Looty code, but I'll try to answer from my limited viewpoint. :) " Thats pain in the a**. Altogether with mods having parts like: "... blinded" "...frozen" "...poisoned" "in last ..." " ...while..." "...if you have..." There is already 150+ buttons to turn on/off mods. I have not come up with sane website desing, to allow such situational cases. If you have some suggestions I'll gladly hear about them :) " Can you explain me step by step what calculations it would need to make with base dps to show sum of converted dmg ? I'm not much mechanic savvy poe player :) " I'm not quite sure, what you would propose, because from what I understand to calculate right dmg, you would have to know crit chance and critmulti of character. And that information is not possible to get from simple GGG server request. It's on par with what PoB does. So its not simple, or it is ? I don't know. If you think (or anyone else reading it) about anything else. It would be great if you could leave your ideas and suggestions on an "issues" page of githubs Looty page. That would be easier to talk about them there. https://github.com/benjaminjackman/looty/issues | |
" I recapped my post with some explanations of the math with: https://github.com/benjaminjackman/looty/issues/45 Basically including critical strikes into the DPS calculation amounts to determining the modifier, multiplying it by the critical strike chance, and multiplying the base damage and/or DPS values by that. A weapon with no critical damage modifier and the default 5% critical strike chance basically does 7.5% more damage than the (min + max) / 2 * attacks per second calculation provides. 150% * 5% = 7.5% more damage or 1.075 * DPS for the actual damage with the average critical strike boost included. Converted damage is basically elemental damage X = physical damage * conversion percentage and physical damage = physical damage - converted percentage Additional damage us just damage type X = physical damage * additional percentage Well, unless it's something like "30% of lightning damage gained as additional chaos damage" then it'd be lightning instead of physical. Last edited by Marikhen on Jun 20, 2020, 4:36:19 AM
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" Last edited by RatchetMyPlank on Aug 5, 2020, 9:02:01 PM
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" Is there any way to have searches ignore equipment on characters ? |
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