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Bleeding Sometimes Uses Incorrect Crit Chance for Dot Multi and Perfect Agony

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bug: calculation
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説明

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  • I'm running the latest version of Path of Building and I've verified this by checking the changelog
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  • I've checked for duplicate open and closed issues by using the search function of the issue tracker
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  • 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 platform are you running Path of Building on?

Windows

What is the value from the calculation in-game?

As an ailment, bleeding has some limited interactions with critical strikes. While Path of Exile does not specifically account for this increased damage in the tooltip, PoB does factor this in when calculating full DPS for another ailment: poison.

image

Path of Building should use the same calculations for bleeding as it does for poison for calculating chance to bleed with Perfect Agony or for effective DoT multiplier for the portion of instances created by critical strikes.

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

In certain specific circumstances, the critical strike chance for bleeding is incorrect.

image

I strongly suspect that the issue might be related to attack accuracy, because changing the character's level (ie the evasion of enemies) has a big impact on how inaccurate the bleeding crit chance is. If the character's chance to hit is below a certain threshold, then the calculations correctly use the 'Effective Crit Chance' for determining the crit chance for bleeding.

There are 2 different contexts where crit chance matters for bleeding, and they both have problems, but at different thresholds. The following estimates use the example build, which has 1100% increased critical strike chance in the custom configuration.

Normal: the (portion of instances created by crits) for effective DoT Multi is incorrect when the Hit Chance >= 67%

Perfect Agony: the (chance from crits) factor of the 'Chance to Bleed' calculation is incorrect when the Hit Chance >= 97%

This problem also does occur without any custom modifiers, that just seemed the simplest way to reproduce the issue.

How to reproduce the issue
  1. Set the character's level to '1'
  2. Select 'Viper Strike' as main skill
  3. Equip a vanilla 'Dragoon Sword' as mainhand weapon
  4. Add 1100% increased critical strike chance to the custom configuration
  5. Under the 'Bleed' section in the 'Calcs' tab, hover over the 'MH Eff. DoT Multi' value
  6. Note the value of (portion of instances created by crits) as compared to the character's 'MH Crit Chance'
  7. Add Perfect Agony to the custom configuration
  8. Back under Calcs > Bleeding, hover over 'Chance to Bleed'
  9. Note the value of (chance from crits) as compared to the character's 'MH Crit Chance'
Character build code
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調査の方向性

CalcsタブのBleeding計算から始め、Viper Strike、Dragoon Sword、レベル1の再現、カスタムCritical Strike設定を使用します。BleedingのCritical Strike処理を、通常の場合とPerfect Agonyの場合を含めて、poison計算と比較します。報告されたヒット確率のしきい値全体で、実効DoT倍率とChance to Bleedの値が適切な実効クリティカル確率を使用すれば完了です。

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
backend
issue の種類
バグ
難易度
4/5
見積もり時間
3〜5日
活発さ
停滞
明瞭さ
おおむね明確
初心者へのやさしさ
38/100

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