I’ll try to include this in the next update, which will be out within a week hopefully.
- Build planner was updated to 0.8.2i.
- The issue with textures not loading for some users should be fixed.
- If you open an old build (pre 0.8.2), you’ll see an option to migrate to new idol grid.
Thank you, I can confirm this is resolved for me.
Awesome on the Grid Conversion! I expected it to blank it (which would have been just fine) but you went the extra mile to save as many idols as you could rig into the new layout! NICE WORK!
An issue with rolled values on certain uniques (e.g. Stymied Fate) is fixed.
I’ve spent quite some time to provide a foundation for dps calculations in build planner and by the looks of it the logic is mostly correct.
For now dps calculations are supported only in one skill in build planner - it’s Fireball. This is a pretty straightforward skill internally, so it’s a good starting point.
However it took me a lot of time and effort to determine and fix all issues with just one skill tree. I even ended up posting several bug reports. I can’t imagine it will be any easier to provide proper dps calculations for other skills, because there are certain difficulties:
- Incorrect data-ui mapping, e.g. sometimes stats that you see in node description aren’t actually applied in code, resulting in incorrect dps, and there’s no knowing whether it’s a bug in the game or my dps math.
- Some skills are not that straightforward, e.g. have multiple attacks involved, so even base skill dps, without any tree investments, is difficult to replicate outside of the game
- Some procs and extras in skill trees are difficult to understand, e.g. dagger dance in shadow cascade tree has 3x damage in game compared to my calculation, why? hell if I know
Anyways, I’ll take a small break for now and then decide whether and how I’ll continue with dps calculations in planner.
Awesome, and a good source to provide some checking for the game.
Great work regarding the tool! Do you just try to validate the ingame tooltips or provide real dps values?
I started working on a python-based combat simulator some weeks ago: GitHub - Gnomiro/ledps: [Work in Progress] DPS Simulator for Last Epoch
Didn’t do a lot in the last week because of work stuff and because of the many things which have to be considered. I was so far able to simulate ailment dps for bleed and poison quite accurate. Rive/Serpent Strike for Palading resp. Beastmaster with procs/trigger support.
Still many things missing like
- Hit damage
- Armour mitigation
- Penetration for ailments (increases snapshot at application but penetration from skill has to be considered at damage calculation time)
- …
Currently it provides the exact dps, cause there should be a place to start. But I plan to add extra stuff that’s missing, e.g. some class passives are not reflected in dps, conditional stuff is also not shown for obvious reasons. Also I plan to add a way to toggle flags, like whether an enemy is a boss, what ailments he has, whether you are on low/full life, number of totems/minions/shadows etc., stuff like that.
That’s an enormous task imo. Like Path of Buildinfg for PoE. So many conditional things have to be calculated in . You are going to need lots of checkboxes. It would be awesome if you can pull it off.
Honestly I hope he doesn’t add check boxes of any kind. I think I’d prefer a separate page that’s generated based on what conditionals you have available that displays the DPS of all combinations of them. Though now that I say that, it sounds like a huge pain in the ass – if I was given that assignment at work, I’d probably tell them “no”. I just feel like check boxes are clunky and irritating.
Though, I guess he may not even do it in the first place. But we’ll see.
Man, this is just stellar. The work you put into this is above and beyond.
Update:
- DPS support for Lightning Blast tree
- Fixed an issue with ability tags not updated when its tag changes (e.g. damage conversion)
- Fixed an issue in dps calculcation related to incorrect ability tags
- Fixed mana/channel cost calculations for trees that have DPS enabled
- Fixed minor issues when displaying base ability stats
- Updated node highlight during search
- Added buttons for Skills / Passives above bottom HUD, because many new users can’t find them and don’t know about shortcuts
Enjoying very much Grim dawn tools, which has an offline version. Wandering if this tool can have one.
Desktop app will definitely be added, no ETA currently, but thia shouldn’t take much time. I’ll review my plans soon and provide a short list of upcoming features.
I was saved correctly, but loading had an issue, it’s fixed now. Thanks for the report.
I love this tool! It really helps me with theory-crafting builds as I go on in the game. One thing I noticed that may be intended, or might be a bug. When assigning passives for any class, if you drop the amount of points in the early nodes below the threshold of points required for the level 5, 10, 15 etc. after allocating the points required. The higher level nodes stay allocated despite it not actually being possible to allocate points as such in game. Here’s a screenshot for reference: Invalid Passive Configuration
This would usually require at least 10 allocated points in the before the dodge & parry node and 15 allocated points in previous nodes before being able to choose the sapping strikes node. Additionally, I cannot manually remove the points from the higher level requirement nodes after the points dip below the threshold, I have to allocate points back above the threshold and then remove them. This could help avoid sharing impossible builds. Other than this, I truly appreciate the awesome work on this tool! My friend and I love to compare potential builds with this.
Thanks for the report. This issue will be fixed in the next update.
Im not seeing it in the last few comments, just a heads up the offhand seems bugged, once a link is created, no matter what class/mastery/item equipped the offhand always shows up empty.