LocalIdentity/PathOfBuilding

Expand the damage taken calculation with manual input fields and verbose mitigation statistics

moozooh asked for this feature 8 months ago — 1 comment

moozooh commented 8 months ago

This is a long-term sister to my feature request about lethal damage notification. It is intended to aid defense prototyping against demanding endgame damage scenarios. It might work better as a separate tab altogether to avoid screen clutter.

What kind of inputs it should be able to take:

  • Base enemy Physical Hit Damage

  • Base enemy Fire Hit Damage

  • Base enemy Cold Hit Damage

  • Base enemy Lightning Hit Damage

  • Base enemy Chaos Hit Damage

  • Base enemy Physical Damage over time

  • Base enemy Fire Damage over time

  • Base enemy Cold Damage over time

  • Base enemy Lightning Damage over time

  • Base enemy Chaos Damage over time

  • % increased Monster Damage in area

  • % of base Physical Hit Damage converted to Fire Damage

  • % of base Physical Hit Damage converted to Cold Damage

  • % of base Physical Hit Damage converted to Lightning Damage

  • % of base Physical Hit Damage converted to Chaos Damage

  • % of base Physical Hit Damage added as Fire Damage

  • % of base Physical Hit Damage added as Cold Damage

  • % of base Physical Hit Damage added as Lightning Damage

  • % of base Physical Hit Damage added as Chaos Damage

  • % of non-Chaos Hit Damage added as Chaos Damage

  • Hit penetrates % Fire Resistance

  • Hit penetrates % Cold Resistance

  • Hit penetrates % Lightning Resistance

  • Affected by Extra Physical Damage Aura

  • Affected by Substantial Extra Physical Damage Aura

  • Critical Strike multiplier

  • Critical Hit checkbox (enables the crit multiplier field)

  • Applies Bleeding checkbox

  • Applies Poison checkbox

  • Applies Ignite checkbox (enables ignite base dropdown list)

  • Ignite base dropdown list: Fire Damage; All Damage (this is to accommodate the Conflagrating map prefix)

These should take into account other configuration options, including those not implemented currently (such as Enfeeble and other multipliers to Damage dealt, as well as multipliers to extra Damage taken from critical strikes, and sextant area modifiers).

What kind of output it should provide:

  • Physical Damage taken (if applicable)

  • Fire Damage taken (if applicable)

  • Cold Damage taken (if applicable)

  • Lightning Damage taken (if applicable)

  • Chaos Damage taken (if applicable)

  • Breakdown of percentage of each type of damage in the hit post-mitigation

  • Breakdown of mitigation per type of damage as well as overall mitigation percentage

  • Percentage of physical damage mitigated by armour (if applicable)

  • Resulting Bleeding DPS (if applicable)

  • Resulting Poison DPS (if applicable)

  • Resulting Ignite DPS (if applicable)

  • Resulting Critical Strike multiplier (if the crit box is checked)

  • Total life pool required to survive the Hit (with a warning if it exceeds the current combined life pool)

  • Physical Damage taken over time (if applicable)

  • Fire Damage taken over time (if applicable)

  • Cold Damage taken over time (if applicable)

  • Lightning Damage taken over time (if applicable)

  • Chaos Damage taken over time (if applicable)

Perhaps the hit and the DoT fields and resulting calculations should be visually separated from each other. Ideally there should also be an ability to save the damage data so that it could be easily loaded into the calculator as a preset (the same way it's currently done with items), e.g. Shaper Slam, Izaro Wind Slash, Atziri Flameblast, and so on. Perhaps some of the popular presets could then be distributed with PoB, so that anyone could immediately tell whether their build can handle them.

That's most likely a lot of work, so I don't expect it anytime soon, but it would definitely help optimizing endgame and purpose-specific builds (especially on Hardcore leagues) and troubleshoot odd-looking deaths. Damage conversion is surprisingly deceptive, so prototyping potentially deadly scenarios can save players a lot of grief and provide a deeper insight into the value of mitigation mechanics they are using.

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