PathOfBuildingCommunity / PathOfBuildingCommunity/PathOfBuilding
Untiring regen for self hit damage from trauma
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Beschreibung
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Is your feature request related to a problem?
I didn't realize untiring made up for so much though and that does make it extremely hard to calculate.. Probably the most annoying part of trauma stacking on juggernaut build. How much attack speed, increased duration, etc do you build. you'll never truly know if you can handle the stacks?
Describe the solution you'd like
untiring calculation
1.5% of Physical Damage prevented from Hits in the past
10 seconds is Regenerated as Life per second
constant is simple like you have max sustainable(194selfdamage for 20lvl boneshatter x100traumastacks)x 10 my pob aps x 10s = 2210000
2210000 x 0.057 my pob damage taken multi =125970
2210000-125970 = 2084030 your prevented damage for 10s
2084030 x ( 0.015 base untiring x 2.51 my pob life regeneration rate x 1,15 my pob life recovery rate)=2084030 x 0.043 = 90233 your regen from untiring
but ramping added damage like from 0 to max number you can reach for 10s is problematic
an arithmetic sequence sum where n refers to number of terms
number of terms is total amout of attacks its like your aps x 10s like 10aps x10s=100 you deal 100 attacks in 10s
(n) its total amount of attacks than (n) is just aps x 10s
The total damage you will take if you start attacking and continue attakcing for 10 seconds
194+388+582+...+19400 on last hit
At 0.057 taken you would only take 56,143 total damage over 10 seconds, preventing 928,557. This results in 13,928 health regenerated per second
And it just add to life regen stat
Describe alternatives you've considered
Like this
https://github.com/PathOfBuildingCommunity/PathOfBuilding/pull/6833 but this pseudo recoup dont work with trauma selfdamage
Additional context
No response
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Rechercherichtung
Beginne mit dem Lesen von Pull Request 6833 und vergleiche seinen pseudo-recoup-Ansatz mit den hier beschriebenen Mechaniken von Untiring und Trauma. Ermittle, wie der Planner derzeit Selbstschaden und Lebensregeneration darstellt, und überprüfe anschließend, dass das Ergebnis zehn Sekunden verhinderten physischen Trefferschadens, ansteigende Angriffsstapel und den endgültigen Regenerationswert berücksichtigt.
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- lua
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- game-dev
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- Feature
- Schwierigkeit
- 5/5
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- Über eine Woche
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- 25/100