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.
Just tried it and I can’t reproduce it - blank slate, added a sword and and off hand, saved then loaded without any problem. Can you elaborate on the issue please?
Just ignore me.
This last week had ton’s of issues with offhand not working.
Lizards Riegn of choas wouldnt show quivers
My shatterstrike builds wouldnt show offhand swords,
But now everything seems to be working.
Shrugs Just ignore me. Keep up the good work!
Especially when it’s calculating the DPS of skills!
Update:
- Added Calculations tab where you can see full DPS/damage breakdown for skills that support DPS
- Fixed calculations related to increased ailment duration, as a result this changes DPS compared to what you see in game where it’s bugged
- DoT DPS for ailments with limited stacks is calculated differently compared to how it’s done in the game, I suppose it’s more correct
- Penetration bonuses from passives and skill trees is now properly accounted for in DPS calc
- When switching to another mastery in passives view, search is properly rerun if search field is not empty
- Fixed an issue that prevented taps on abilities in skills overview on mobile devices
- Unlockable abilities in passives view are now clickable
- Fixed a bug in passive tree that allowed to respec nodes ignoring certain requirements.
Edit: updated preview after bugfix.
This is cool… However, did you notice that the math is either off a little bit, or you’re truncating the results somewhere?
I see
13% base critical strike chance
And 376% increased Critical strike chance
13*4.76 = 61.88
Did I do something wrong here?
What does the tooltip dps even do for dps calculation? Just (one hit damage) / attacktime + damage of averaged number of ailments applied per hit over one second? - This would result in no damage change when adding duation.
For stacking ailments, increased duration is effectively a more modifier because you can have more stacks active at any one time.
It’s just a rounding issue in tooltip, currently in stat formatting all percent values don’t have decimals, but apparently they should. In the example above there should be 1.5% instead of 2%. I’ll fix it in the next update. Thanks for pointing that out.