PathOfBuildingCommunity / PathOfBuildingCommunity/PathOfBuilding
Effective Max DoT Taken Similar to Max Hit Taken
まだ誰も着手していません。
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説明
Check for duplicates
- I've checked for duplicate issues by using the search function of the issue tracker
Is your feature request related to a problem?
It would be good to have some measure of how tanky a build is to DoTs of various damage types. This of course depends on damage mitigation, life pool, life recovery, and potentially flasks, or maybe even dot duration.
Describe the solution you'd like
I'm not sure about the exact best way to do this. There are various factors at play here.
The simplest way would be to just use the damage mitigation and life recovery to calculate it. However, dots like bleeds, poisons, and corrupting blood have durations. So we are (in those cases) more interested in whether the character can outlast the duration rather than whether the character's regen is enough to completely mitigate the damage. Then there are also other kinds of DoTs:
- Ground Effects, which have infinite duration but can be avoided by not standing on them. Here we would care about how quickly they kill you. If it takes long enough then you have time to react.
- Ailment DoTs. Here we would want to factor in that you can get immunity in various forms (either outright or with flasks), but these also have a duration so you just need to survive long enough.
- I'm not sure how the other in game dots would split into categories. Perhaps easiest is just a general dot of each damage type (assuming some equivalent exists in game which is not covered in the previous categories). An example is that builds with Doryani's Prototype should show as highly vulnerable to lightning DoTs.
Here are some options:
- Calculate the highest dot dps for which the character would survive for X seconds, where X is either hardcoded based on in game DoT durations, or it can be set in PoB settings.
- Calculate how long the character can survive an X dps DoT of a certain damage type, where X is either hardcoded based on in game DoT values, or it can be set in PoB settings.
- Have a long list of common DoTs with their common damage ranges and/or durations and essentially calculate if the character can survive them for each one.
There may be better solutions I haven't considered.
I think this would be a good way to give people more info about how tanky a build feels, and to have people prioritise recovery a bit more. I understand this is a huge feature, but I haven't seen anyone else put the suggestion on GitHub yet and I have heard people talking about the idea so I wanted to suggest it here.
Describe alternatives you've considered
See above.
Additional context
No response
コントリビューションガイド
はじめの一歩
- issue を最後まで読み、次にプロジェクトのコントリビューションガイドを読みます。
- 着手することを issue にコメントします — 二人が同じ作業をするのを防げます。
- リポジトリをフォークし、ブランチを切って変更します。
- issue 番号を参照したプルリクエストを送ります。
調査の方向性
ファイル、テスト、エントリーポイントは指定されていません。まず既存の Max Hit Taken の計算を見つけ、次にダメージ軽減、回復、DoT の持続時間、状態異常、地面効果がどのように表現されているかを確認してください。完了には、DoT に対する生存性の設計について合意し、それに対応する検証を行う必要があります。
索引モデルが issue の本文から書いたものです。
評価
- 技術スタック
- lua
- 領域
- game-dev
- issue の種類
- 機能追加
- 難易度
- 5/5
- 見積もり時間
- 1週間以上
- 活発さ
- 停滞
- 明瞭さ
- 説明が足りない
- 初心者へのやさしさ
- 25/100