Openarl / PathOfBuilding

Offline build planner for Path of Exile.
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Shock multiplier #574

Open mcd8604 opened 7 years ago

mcd8604 commented 7 years ago

Given the new mechanics for shock, the multiplier should be drastically less effective for higher-health enemies (bosses). I think a simple interim solution would be to add a configuration parameter for the user to estimate the average shock multiplier on a range of (1%, 50%).

Similarly, Shock no longer increases the damage taken by enemies by a fixed amount for a variable duration. Now, Shock will apply to enemies for a duration of 2 seconds and increase the amount of damage the shocked enemy takes based on the Lightning damage dealt to the enemy. A purely Lightning hit which removes 10% of an enemy's life will increase the damage that enemy takes by 50% for 2 seconds, scaling linearly down to 0% at no Lightning damage dealt. Shock is still only applied by critical strikes or based on your chance to shock.

Irfy commented 7 years ago

I believe that the hit-derived shock multiplier can be automatically calculated from the "Average Damage" before "Effective DPS" value and automatically applied to the calculation of Effective DPS.

For the Configuration screen, I would recommend to use the fixed multiplier of 1.2, because that is the new default shock multiplier in 3.0.

Other non-hit sources of Shock, unless otherwise specified in the debuff, will increase damage taken by 20%.

Asymat commented 6 years ago

This would be nice to have those options.

edit: clarified elementalist minimum shock.

niuage commented 6 years ago

@Asymat You mean 20% for the elementalist right?

@Irfy I think it's hard to do it automatically as it depends on the total life of the target, and bosses have vastly different life pools.

Asymat commented 6 years ago

@niuage edited post (I mixed out elementalist vs ascendant/elementalist) but basically yes. Btw I don't even know if effect of shock does apply to the 10/20% minimum shock effect.

Irfy commented 5 years ago

@Irfy I think it's hard to do it automatically as it depends on the total life of the target, and bosses have vastly different life pools.

True... I see these options in increasing order of complexity:

  1. Field for % shock effect input, user calculates everything himself, including elementalist and other passives that increase the shock effect.
  2. Field for life pool input, user only needs to determine the life pool, PoB determines the shock effect, taking into account elementalist and other passives that increase its effect.
  3. Combined drop-down+input field with preset choices for well known/sought after targets, like shaper/u-elder (18.3mil HP). t16 guardians (~12mil HP) and perhaps an average of t15 bosses or such -- with the ability that user enters an arbitrary HP value.

Option 1. should be trivial, 2. involves some calculation and shock effect modifiers tracking. and 3. is only more complex if you don't have an easy ability to provide the GUI element (I wouldn't know...).

Asymat commented 5 years ago

Btw I don't even know if effect of shock does apply to the 10/20% minimum shock effect.

It does. Increased effect apply to minimum effect ailment (shock, chill...).

Anyway, it might be tight to https://github.com/Openarl/PathOfBuilding/issues/1276. A general rework of how ailments are treated.