||I am once again asking for your (Runebinder) support!
||Hey team, with a lot more Brand support in game it's about time we fixed the configuration for build makers!
Brand Skills that hit (IE: Excluding Wintertide Brand) should have two DPS calculations:
== Brand Skills
Drop Down | DPS Mode: Attached
Drop Down | DPS Mode: Unattached
Whole Number | # of Brands attached to the enemy
If the Brand Skill hits, its [Base Hit Rate] should be multiplied by [# of Brands attached to the enemy] using the following formula:
Base Hit Rate * [At Least 1: # of Brands attached to the enemy]
== Example | Storm Brand:
Base Hit Rate 2.0 * [At Least 1: 0] = 2.0
Base Hit Rate 2.0 * [At Least 1: 1] = 2.0
Base Hit Rate 2.0 * [At Least 1: 2] = 4.0
||Brand | Activations per Cast + Total Damage per Cast
||Floor ( Hit Rate * Attached To Duration )
Example: Storm Brand 37% increased Cast Speed 150 Average Hit
2.74 [Hit Rate] * 5 [Seconds Attached] = 13.7 = 13 Activations per Cast
= 13 [Activations per Cast] * 150 [Average Hit] = 1950 Total Damage per Cast
Knowing how many Activations can happen once a Brand is attached is useful for calculating cast speed breakpoints. If your Brand will go from 13.7 to 14 activations per cast with just a little bit more investment, this will help the player identify when they should be picking up more on the tree / gear / etc. It's also very useful for skills with slow rates like Arcanist Brand, but also for calculating 20 Energy explosions with Penance Brand.
||[Value] Brands attached to this monster (Config)
||A modifiable value box (like poison) in the Config menu with a minimum value of 1 and no maximum that adds 100% increased brand hit rate for each value above 1. This means with a value of 2, your activation rate is 100% increased, and with a value of 3, your rate is 200% increased, etc.
Additionally, it should affect the Hierophant node that increases monster damage taken based on how many brands are attached to them.
The reason this should NOT be coded as [ 100% more damage per X ] is because of interactions with ailments like Ignite and degen effects such as Decay Support. If you slapped a more multi on the Brands, it would scale those effects when it shouldn't be. This is why activation rate is the correct affix to tweak.
Storm Brand and Armageddon Brand have different activation rates (hit rates) so this value shouldn't be assumed and should be pulled directly from the gem.
When you attach multiple brands to an enemy, your are increasing the number of hits they take per second from brands, which will scale the DPS but not the Average Hit.
This is relevant to brand players who may be going critical strike and want to know how many criticals per second they are achieving (Surgeon prefix Flasks care about this info)
It's also relevant to lightning-to-cold converted hits for how much they can potentially freeze, as freeze scales with Average Hit. It should be clear to brand players that increasing the brand limit won't make your freezing better, only your DPS.
Current Blight League maximum is 2 Brands Attached with Runebinder keystone. This could increase in the futuer, so I would like it to be a [+] and [-] incremental option similar to poison.
||Herald of Ash - Burning Damage (Skills)
A [Config] option for Overkill Damage with a default value of 100 for basic calculations.
The ability to see this overkill damage scaled based on which skill gems you assign in PoB.
||Increased Effect of Buffs granted by your Golems per summoned Golem
||The Witch Elementalist nodes currently do not work.
A way to implement this:
Check the minion limit for each golem skill gem, use the highest of those checked to determine the scaling.
||Increased Brand Attachment Range (Calcs > Skill type-specific Stats)
||A value that starts at 0 and increases by the amount of increased brand attachment range on your tree, from the Hierophant ascendency, and veil crafted onto rare amulets and gloves.
Brand Attachment Range is not affected by Area of Effect, it is its own exclusive modifier for determining this mechanic of brands.
||[Value] Totems targeting this monster (Config)
||Like my previous suggestion with brands, the same can apply to totems.
This box (min 1, no max) would add 100% increased cast speed and 100% increased attack speed for each value above 1. (Because Ranged Attack totems are a thing!) Value 1 would have no effect, Value 2 would add 100% increased speed, Value 3 would add 200% increased speed, etc.
The reason this is a cool suggestion, for example, if you have 6 Freezing Pulse totems, it would be nice to know how much your DPS can reach if all six of those totems were focusing the same target. This is especially useful in regard to Map Boss / Shaper Guardian calculations.
Like in my other example, the reason we're modifying cast / attack speed is because otherwise it would scale Ailments and on-hit degens like Decay Support.
||Enemies killed explode dealing #% of their LIfe as Fire Damage (Item Skill)
||Found on Unique items: Panquetzaliztli - Quecholli. Sometimes found on Shaper/Elder rares, though I've forgotten which.
In [Config] a box for Monster Total Life to determine the base damage.
In the DPS sidebar:
Monster Life: X
Kill Explosion Hit: Y
This can be coded as an Item-Enabled skill, such as Death Aura from Death's Oath.
||15 Unique Timeless Jewels (Items > Uniques)
||Note, this is meant to act as a starting point for community developers to begin implementing the timeless jewel keystones at a later date.
Note, these are not the actual names of the jewels, as the dedication names are a rollable affix on the jewels. It's meant to be a starting point, for example, if a player adds "Cadiro's Elegant Hubris" timeless jewel to their build, so that they'll know it gives them access to the Supreme Decadence keystone.
Once the related jewel is put into a jewel socket, a [/] checkbox should appear in [Config] that has the name of its Keystone. Clicking the checkbox will then spend a skill point and give you the effect of its keystone. This is a optimal solution to build makers so they can, for example, see their skill points reduced without having to allocate Minion Instability, Avatar of Fire, etc.
Cadiro's Elegant Hubris, Timeless Jewel (Keystone: Supreme Decadence)
Victario's Elegant Hubris, Timeless Jewel (Keystone: Supreme Grandstanding)
Chitus' Elegant Hubris, Timeless Jewel (Keystone: Supreme Ego)
Kaom's Lethal Pride, Timeless Jewel (Keystone: Strength of Blood)
Rakiata's Lethal Pride, Timeless Jewel (Keystone: Tempered by War)
Kiloava's Lethal Pride, Timeless Jewel (Keystone: Glancing Blows)
Deshret's Brutal Restraint, Timeless Jewel (Keystone: Wind Dancer)
Asenath's Brutal Restraint, Timeless Jewel (Keystone: Dance with Death)
Nasima's Brutal Restraint, Timeless Jewel (Keystone: Second Sight)
Venarius' Militant Faith, Timeless Jewel (Keystone: The Agnostic)
Dominus' Militant Faith, Timeless Jewel (Keystone: Inner Conviction)
Avarius' Militant Faith, Timeless Jewel (Keystone: Power of Purpose)
Xibaqua's Glorious Vanity, Timeless Jewel (Keystone: Divine Flesh)
Zerphi's Glorious Vanity, Timeless Jewel (Keystone: Eternal Youth)
Doryani's Glorious Vanity, Timeless Jewel (Keystone: Corrupted Soul)