PathOfBuildingCommunity / PathOfBuildingCommunity/PathOfBuilding

Uber boss hit chance is misleading

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#9,870 3 comentarios 0 reacciones 0 asignados Ver en GitHub

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bug: accuracy
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Descripción

Check version
  • 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
What platform are you running Path of Building on?

Windows

What is the wording in-game?

There are two separate hit chance values, one for monsters with 0% evasion bonus, and one for "evasive" monsters with a 50% evasion bonus.

What is the wording in Path of Building?

Currently it seems like the evasion of uber pinnacle bosses is lower than that of pinnacle bosses in path of building, which is quite confusing.

This happens because there is one single value for hit chance, which is averaged by taking the values from this file (which are sligtly out of date because they don't include incarnations) https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/c6483fa4b890298c03764c291312e6d8f0497477/src/Data/Bosses.lua

I think this is a misleading way to display the data. I think a better way to show it would to be to show a "hit chance" and "hit chance vs evasive" columns on the left. The hit chance vs evasive would show a monster with a 50% evasion bonus (uber exarch).

This hit chance value should automatically update based on the enemy level of selected monster (83 for standard boss, 84 for pinnacle, 85 for uber).

For bonus points a separate dropdown to select the exact boss and get the exact evasion and hit chance would be great, but I don't really think it's as needed as the other changes.

For more details about how I arrived here:
https://www.reddit.com/r/pathofexile/comments/1tm6gpk/how_much_accuracy_you_need_to_always_hit_each/?

PoB for PoE1 build code

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Línea de trabajo

Comienza con src/Data/Bosses.lua y sigue dónde se incorporan sus valores de evasión de los jefes en la pantalla de probabilidad de impacto. Determina cómo el nivel de enemigo seleccionado se asigna a los valores standard, pinnacle y uber, y luego actualiza la pantalla para distinguir entre la probabilidad de impacto normal y la evasiva; estará terminado cuando los valores reflejen el nivel seleccionado y ya no se muestre el único promedio engañoso.

Escrito por el modelo de indexación a partir del texto del issue.

Evaluación

Stack tecnológico
lua
Área
game-dev
Tipo de issue
Nueva funcionalidad
Dificultad
4/5
Tiempo estimado
3-5 días
Estado de actividad
Tranquilo
Claridad
Bastante claro
Aptitud para principiantes
48/100

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