PathOfBuildingCommunity / PathOfBuildingCommunity/PathOfBuilding

Add support for double damage, triple damage, and inverted resistance to affect Non-Damaging Ailment calculations

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enhancement
Dominant language
Lua
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Description

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Is your feature request related to a problem?

I'd like to be able to see if I can freeze/chill/shock a boss on a double or triple damage hit or inverted instead of just an average hit or critical strike. Currently, from what I see there is no configuration for it and just an average damage multiplier is included from the double and triple damage and average resistance in the calculation.

Describe the solution you'd like

I think the cleanest solution would be a checkbox for "Double Damage Hit", "Triple Damage Hit", and "Inverted Resistance Hit" with the possibility that they could be independently checked or checked in combination.

These could be hidden under another option for Ailment calculation mode but I think this could get weird if I still want Crits Only.

I think another option for hit percentile could be nice. Say my base damage is ranged from 50 - 100. I can configure that my hit is 90% of my max so the calculation would use 95 instead of the average damage 75.

Describe alternatives you've considered

This can be achieved manually by adding a custom modifier that adds up my double damage, triple damage, and invert resistance chance to 100%.

Additional context

No response

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

Start by tracing the non-damaging ailment calculation entry point and how average damage, double/triple damage, and resistance are currently applied. Define the interaction of independent Double Damage Hit, Triple Damage Hit, and Inverted Resistance Hit options, then verify that the selected combinations affect freeze, chill, and shock calculations without breaking existing average-hit or critical-strike modes.

Written by the indexing model from the issue text.

Assessment

Tech stack
lua
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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