Revamp eHP Calculations (for Recovery over Time)
まだ誰も着手していません。
評価
調査の方向性
まず、eHP の計算と config セクションの hit-rate フィールドを見つけます。簡略化された regeneration と leech の例を使って、提案されている時間ベースのモデルを理解し、そのうえで、どの回復メカニクスを最初にサポートできるかを判断します。完了とは、明示的に範囲を定めた回復-時間メカニクスのサブセットを eHP が考慮し、関連する Life または ES の最大値を超えて回復量を過大に見積もらないことです。
索引モデルが issue の本文から書いたものです。
説明
Check for duplicates
- 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
Is your feature request related to a problem?
I think eHP, as a concept, is extremely valuable. Representing the total amount of damage a character can take before dying is one of the most useful survivability metrics available.
However, the current implementation falls far short of that goal.
The main issue is that eHP only accounts for a limited set of mechanics, such as avoidance and instant recovery on block or before hits. Those are handled well, but actual survivability is also heavily affected by recovery that occurs between hits. This recovery over time is completely neglected.
If eHP is intended to represent "damage taken before dying", ongoing recovery should be part of the calculation.
As an example, any build with sufficiently high attack/spell block and Life/ES gained on block can reach extremely high eHP values against the default hit configured in PoB.
And that's correct because, yes: you can tank this hit basically forever then.
However, the exact same outcome can be achieved through many other recovery mechanics that currently do not contribute to eHP.
At the extreme end:
- A character has
XLife. - It is hit for
Ddamage. D < X.- The hit occurs every
Tms.
If the character recovers D Life over the interval T, then it is functionally immortal against that scenario.
Yet none of the following currently affect eHP:
- Any Regen
- Any Leech
- Any Recoup
- Other recovery-over-time mechanics
- Life/ES/Mana gained on Hit
- Continuous Life Flasks
- and probably more I can't think of right now
If the purpose of eHP is to display "damage taken before dying", omitting these mechanics makes the metric incomplete.
As a result, the current eHP value is often misleading. It only accurately represents survivability for a relatively small subset of builds that rely on the mechanics currently supported by the calculation.
It also leads to players overly focusing on avoidance mechanics and recovery on avoidance effects because those directly increase the displayed eHP number.
Since "bigger number = better", players undervalue recovery mechanics that substantially improve "real world" survivability but do not change the eHP in PoB at all.
Describe the solution you'd like
I'd like to see eHP evolve into a model that takes time into account.
The config section already contains a hit-rate field. That information could be incorporated into the calculation.
Consider the following simplified example:
- Character has
XLife. - No avoidance.
- No currently supported eHP modifiers (e.g. Defiance of Destiny).
- No armour or other physical mitigation.
- Incoming hit deals
Dphysical damage, without Crit Chance - Hit occurs every
Tms.
Right now in PoB, the displayed eHP is simply:
eHP = X
No amount of regeneration or leech changes this value, despite having an obvious impact on survivability over time/the number of hits until death.
Now assume the character also has:
- Life regeneration per second:
R - Life leech per second (non-instant):
L
Then the actual damage that can be sustained before death becomes:
$$
D \times \left\lceil \frac{X}{D - (R + L)\left(\frac{T}{1000}\right)} \right\rceil
$$
where
$$
\left\lceil \frac{X}{D - (R + L)\left(\frac{T}{1000}\right)} \right\rceil
$$
is the hit number on which the character dies.
I illustrated this using the following sawtooth graph:
https://www.geogebra.org/graphing/nvaj29j2
e.g. with:
- 5000 Life
- 1000 Life/s regeneration
- 2000 Life/s leech
- 2000 damage every 620 ms
The character dies on the 36th hit, corresponding to 72,000 eHP.
EDIT: okay I actually forgot to cap the health at the Life max, currently it overfills and thus inflates. It's too late, gonna fix that tmrw.
Describe alternatives you've considered
No response
Additional context
This example is intentionally pretty minimal.
Things such as "X gained on hit" are comparatively straightforward to model, but things become more complicated once mechanics such as Recoup with its ramp over time are introduced
Damage being distributed across different pools (Life, ES, Mana, Ward), each with potentially different recovery methods also will make it more complicated.
I doubt every currently unsupported recovery mechanic could realistically be added at once.
However, eHP has already been significantly limited for a long time. Moving toward a time-based model and initially supporting only a subset of recovery mechanics (for example regeneration, leech, gain on hit, and recoup) would already be a massive improvement.
Perfect should not be the enemy of good, yadda yadda.
- 主要言語
- Lua
- スター
- 5.4k
- フォーク
- 2.4k
- 平均マージ
- 1日 12時間
- マージ済み PR(30日)
- 26
コントリビューションガイド
はじめの一歩
- issue を最後まで読み、次にプロジェクトのコントリビューションガイドを読みます。
- 着手することを issue にコメントします — 二人が同じ作業をするのを防げます。
- リポジトリをフォークし、ブランチを切って変更します。
- issue 番号を参照したプルリクエストを送ります。
PathOfBuildingCommunity/PathOfBuilding のほかの issue
-
bug: accuracy
難易度 2/5 1〜3時間 初心者へのやさしさ 68/100
-
enhancement
難易度 2/5 1〜3時間 初心者へのやさしさ 72/100
PathOfBuildingCommunity/PathOfBuilding#7548 · コメント 4 件 · リアクション 1 件 ·
-
enhancement
難易度 3/5 1〜2日 初心者へのやさしさ 68/100
-
bug: calculation
難易度 3/5 1〜2日 初心者へのやさしさ 68/100
PathOfBuildingCommunity/PathOfBuilding#10353 · コメント 1 件 ·
-
bug
難易度 3/5 1〜2日 初心者へのやさしさ 55/100
PathOfBuildingCommunity/PathOfBuilding の issue をすべて見る
似ている issue
-
難易度 2/5 1〜3時間 初心者へのやさしさ 88/100
-
難易度 1/5 1時間未満 初心者へのやさしさ 94/100
codymikol/multiverse.nvim#320 ·
-
難易度 2/5 1〜3時間 初心者へのやさしさ 70/100
-
Good First Issue
難易度 1/5 1〜3時間 初心者へのやさしさ 78/100
-
bug
難易度 2/5 1〜3時間 初心者へのやさしさ 84/100