PathOfBuildingCommunity / PathOfBuildingCommunity/PathOfBuilding

Incorrect Ignite Eff. DoT Multi calculation

Open
#6,272 1 comment 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

bug: calculation
Dominant language
Lua
Stars
5.4k
Forks
2.4k
Avg merge
1d 12h
Merged PRs (30d)
26

Description

Check version
  • I'm running the latest version of Path of Building and I've verified this by checking the changelog
Check for duplicates
  • I've checked for duplicate issues by using the search function of the issue tracker
Check for support
  • I've checked that the calculation is supposed to be supported. If it isn't please open a feature request instead (Red text is a feature request).
What is the value from the calculation in-game?

Not entirely sure how it's supposed to work among the possible cases, but the numbers in PoB look absurd to me.

What is the value from the calculation in Path of Building?

See in PoB with the example.
The "portion of instances created by non-crits" and "portion of instances created by crits" number for Ignite's "Eff. DoT Multi" have what I believe to be incorrect numbers.
I'd assume a crit would always result in the bonus 50% dot multi regardless of the normal ignite chance. Yet even with 100% base ignite chance, the portion created by non-crits has a 0.4726 multiplier and the portion created by crits has 0.5274, when the skill has 20% crit chance. (See screenshot below.)

Or is it normal that my ignite dps literally goes down with higher ignite chance?
I assume PoB is doing some complex probability calc in the background and that's why, but it's extremely unintuitive and unexplained. My intuition would be to give the ignite dps for when the enemy is ignited when the "is the enemy ignited" is checked in config, not a probabilistic dps that includes the times where the mob is not ignited. Or at least these two numbers could be separated then, and an additional info on avg. percentage uptime of ignite could be added next to those two. As these shenanigans are the only thing I could think of that would make ignite dps become lower with higher ignite chance.

(PoB version 2.30.1)

How to reproduce the issue
  1. Import the example PoB - https://pobb.in/DL96wl1VqAl2
  2. Switch between the custom made gloves which only give ignite chance
  3. See the changes it results on the "Calcs" tab in the "Ignite" panel in the "Eff. DoT Multi" line.
  4. In the tooltip of the "Eff. DoT Multi" line the "portion of instances created by non-crits" and "portion of instances created by crits" numbers look absurd.
Character build code
https://pobb.in/DL96wl1VqAl2
Screenshots

100 base ignite chance with 20 crit

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Import the example PoB and inspect the Calcs tab's Ignite panel, especially the Eff. DoT Multi tooltip, while switching between the custom gloves that change ignite chance. Compare the non-crit and crit portions and the resulting ignite DPS; done requires establishing the intended probability calculation and correcting the displayed values or documenting the expected behavior.

Written by the indexing model from the issue text.

Assessment

Tech stack
lua
Domain
backend
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.