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Implement Effective HP and refactor defence calculations to be more accurate - #2390
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Where does this base physical value come from? I have 10k set in the configuration: This should have the mods tabulated for modifiers to enemy damage: Having zeroes in each place for the elements may be confusing, I'd copy them across or leave them completely empty. Also put "Mind Over Matter %" to make that clear: Are you taking block into effect, yet? I don't see the 26% I have reflected here: All those rows should have a breakdown, ideally, as I don't know how you get 83% or 11 hits. I also don't know how you get the total incoming damage, here: You might have to break this into damage types like we have in the production build if you want to account for things like Glitterdisc. As for the labeling, what's with the random caret at the end of those lines? I would have chance to not be hit first, chance to take a damaging hit next, and one line for number of damaging hits taken.
DoT section looks good, though in the future we may want to add total degen so people can calculate net regen - total degen to see if they can tank shaper beam or whatever. For the config tab, we may need to add a chaos pen field as well, not sure if any enemy has that stat, but I wouldn't be surprised. Finally, it maybe be nice to have at least the Enemy Damage Type dropdown on the Calcs Tab itself, much like the Calculation Mode is, since people will want to change that back and forth while they're looking at the values. Could also consider making a couple rows for the damage inputs as well, removing them from Configuration entirely. Build used for testing: https://pastebin.com/xNS92cp5 |
| mod("EnemyModifier", "LIST", { mod = mod("PhysicalDamageTaken", "INC", num) }), | ||
| mod("EnemyModifier", "LIST", { mod = mod("FireDamageTaken", "INC", num) }), | ||
| } end, | ||
| ["enemies near your totems deal (%d+)%% less damage"] = function(num) return { |
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This line can probably go in the preFlagList as "enemies near your totems deal".
update dev
mainly added block/avoid section and added breakdowns
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instead of picking specific spells I generalised the damage
…fBuilding into CalcDefencesRework







This PR aims to rework a large section of calcs defense, to improve the accuracy of the maximum hit, and dot/hit "EHP" values as well as allow for more indepth enemy damage calculations
before:


after: (note that config values are not the same as the 1 "enemyDamage" input has been split into each of its specific elements)
done:
split enemy damage input
split guard and aegis values
fixed dot total pool and dot ehp
moved and cleaned up some code
modify enemy input damage based on modifiers to enemy damage (eg enfeeble curse)
add presets for enemy damage based on boss config
flat damage taken
add enemy hitrate and player survival time
ward
todo:
frostshield
breakdowns
formatting
code cleanup
Extensions:
sorting
maximum hit taken rework