PathOfBuildingCommunity / PathOfBuildingCommunity/PathOfBuilding

Poison DPS is misleading (per LocalIdentity's YouTube comment)

Abierto
#4,147 0 comentarios 0 reacciones 0 asignados Ver en GitHub

Nadie ha tomado este issue todavía.

enhancement
Lenguaje dominante
Lua
Estrellas
5.4k
Forks
2.4k
Merge medio
1 d 12 h
PR fusionados (30 d)
26

Descripción

Per LocalIdentity's comment on YouTube ( https://www.youtube.com/watch?v=gzeNUY868vA&lc=UgxPMYfdY6504PLfhrV4AaABAg ), he's interested in suggestions for a "better way to represent poison DPS in PoB".

Monster life can predict how long a creature will be subject to damage given a certain poison curve. Ignoring any other effects, poison DPS can be represented as (DPS per poison {DPSp} * number of poison stacks {Pn}), with DPS per poison staying constant and number of poison stacks increasing linearly up to a maximum (Pn = min(tP/s, durationP/s)). For a given monster life L, L = integral (0-t) (DPSp * min(P/sx, durationP/s)) dx, which for values of t below poison duration is L = 1/2 * DPSp * P/s * t^2, and for times above poison duration is L = 1/2 * DPSp * P/s * d^2 + DPSp * P/s * (t-d). This could be used to provide time to kill monsters at specific life totals as well as effective DPS against monsters with specific life totals. Useful to provide accurate DPS against specific endgame bosses as well as a time to kill for general map mobs at certain tiers. I'd include the information in Calcs, providing both an average-case performance and worst-case performance (resistant enemies in a resistant map) for each tier of enemies {normal, magic, rare}.

For a more correct solution, PoB could simulate each poison stack given certain monster stats (since both poison DPS and poison duration vary depending on number of poisons inflicted recently), but I think it'll be a bit more involved than necessary, and may affect performance. Simplifying it so that each poison stack acts as if it's been fully ramped up is a reasonable assumption in general mapping, and is likely close to base truth for bosses.

Guía de contribución

Abrir la guía de contribución

Primeros pasos

  1. Lee el issue completo y luego la guía de contribución del proyecto.
  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

Línea de trabajo

Comienza revisando los cálculos de veneno existentes y el área Calcs, que el issue identifica como el lugar previsto para los resultados. Determina cómo se representa actualmente el DPS de veneno y, a continuación, define los casos requeridos de vida del monstruo y los resultados del caso promedio y del peor caso antes de estimar una implementación. El issue no nombra archivos ni tests.

Escrito por el modelo de indexación a partir del texto del issue.

Evaluación

Stack tecnológico
lua
Área
game-dev
Tipo de issue
Nueva funcionalidad
Dificultad
5/5
Tiempo estimado
Más de una semana
Estado de actividad
Estancado
Claridad
Necesita aclaración
Aptitud para principiantes
25/100

Recibe los nuevos issues en tu correo

Un resumen breve de issues de GitHub para principiantes.