Open mcd8604 opened 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%.
This would be nice to have those options.
edit: clarified elementalist minimum shock.
@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.
@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 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:
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...).
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.
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%).