PathOfBuildingCommunity / PathOfBuildingCommunity/PathOfBuilding-PoE2
Rolling slam complete rotation dps and visualizer for second slam AOE.
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- Dominant language
- Lua
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- 21h 16m
- Merged PRs (30d)
- 68
Description
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- I've checked for duplicate open and closed issues by using the search function of the issue tracker
What platform are you running Path of Building on?
Windows
Is your feature request related to a problem?
Currently, there is no way to know the DPS of the rolling slam if one constantly slams, I.E. holding right click to use rolling slam and not letting go. We can see the first slam dps, the second slam dps, and a 'rolling slam' that seems to be implemented in a way not to show DPS numbers, as it has the "base_deal_no_damage" flag.
The second slam has "active_skill_base_secondary_area_of_effect_radius" while the first slam has "active_skill_base_area_of_effect_radius". This causes the second slam not to have a hoverable radius stat line in cals under skill type-specific stats, while the first slam does.
I am sure there are reasons for both these things, but it makes theorizing the skills slightly more cumbersome in PoB.
If I am not missing anything, I would appreciate these perceived problems to be amended. I have personally jerry-rigged a cheap solution for both these issues myself, and would be happy to implement them if given the go ahead.
For the visualization problem I just swapped the flag for the second slam's radius to "active_skill_base_area_of_effect_radius" and now in PoB I can hover over it's radius to see it visualized as if in game.
For the DPS problem, I averaged out the damage of the two slams to make a third 'fuzzy' slam to show the dps of consecutive, connected, uses. Like someone just holding right click rolling slam in game. Currently only gem level twenty for my specific uses case:
label = "Rolling Slam",
incrementalEffectiveness = 0.092720001935959,
statDescriptionScope = "double_slam",
baseFlags = {
attack = true,
area = true,
melee = true,
},
constantStats = {
{ "total_attack_time_+_ms", 1000 },
{ "melee_conditional_step_distance", 15 },
{ "attack_maximum_action_distance_+", 20 },
{ "totemified_rolling_slam_attack_maximum_action_distance_+", 36 },
{ "dps_display_statset_index", 1 },
{ "active_skill_damage_+%_final_while_dual_wielding", -30 },
},
stats = {
"is_area_damage",
"base_skill_show_average_damage_instead_of_dps",
"console_do_not_cancel_from_turn_angle",
},
levels = {
[20] = { baseMultiplier = 5.51, actorLevel = 97.699996948242, },
},"
Describe the solution you'd like
Swapping the AoE flag for the second slam to be the same as the first slam, or allow it's current flag to be visualized and allow for a pseudo dps of rolling slam used consecutively
Describe alternatives you've considered
Implementing the change within my own PoB.
Additional context
No response
EDIT: Formatting change to the prevent the bleeding of eyes.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the Rolling Slam Lua skill definition shown in the issue and compare how the first slam, second slam, and rolling slam represent AoE radius and damage. Verify that the second slam's radius can be visualized and that consecutive uses expose a meaningful DPS value, then check the relevant skill calculations and visualizer behavior for both changes.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100