PathOfBuildingCommunity / PathOfBuildingCommunity/PathOfBuilding
Effective Max DoT Taken Similar to Max Hit Taken
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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
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Hướng nghiên cứu
Không có tệp, bài kiểm thử hoặc điểm vào nào được nêu tên. Hãy bắt đầu bằng việc xác định phép tính Max Hit Taken hiện có, sau đó xem xét cách giảm sát thương, hồi phục, thời lượng DoT, trạng thái bất lợi và hiệu ứng mặt đất được biểu diễn; để hoàn thành sẽ cần thống nhất về thiết kế khả năng sống sót trước DoT và thực hiện việc xác thực tương ứng.
Do mô hình lập chỉ mục viết ra từ nội dung của issue.
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