Loot Made me quit

The only thing i can reply to is the Loot Filter. If it shows you more than 3 items you’re either super lucky or your loot filter isn’t strict enough. I rarely see 1-2 items from a rare and i see Uniques because i chose to and even then the ones i need for my build show in different colours.

/facepalm

Wherever this notion came from that eliminating snapshotting would affect framerate or performance is complete nonsense.

…as a software engineer and unity developer…

The game knows when gear is swapped. It can just force recalc the pet stats when gear is swapped… And if no gear is swapping, nothing extra is done. No performance or fps issues.

The fact that this simple thing hasn’t been done suggests they are not sure they want to change it

It really can’t. Especially because many minions have conditions attached to it. For example, golems have a node where it says that if you summon one when there’s a live one already, it gets extra stats. So you have to keep that in a variable as well.
Abomination consumes minions. How many and which he consumes determine his stats. So you’d have to also store those.
Wraithlord also consumes minions.

Also, I’m pretty sure the way this is handled is they have a “Summon minion” module that gets fed entry data and which then calls the minion, without any connection to you.
Which is also why they can’t find a way to refund mana if your minion summon whiffs (you try to summon somewhere it can’t summon them, so you just spend the mana and nothing happens). Because the module itself has no way of knowing that information.

Not only that, but you’re talking just about gear swaps. But what about skill point swaps? Or passive point swaps? Those also alter your stats and can have a big impact on the minion.
In fact, anything that changes your stats can have an impact on the minion. If you get a buff, you can have a stronger one. If you get a debuff, you can have a weaker one.
So you’d have to recalculate every time your stats change.

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Did you forget to put “hide all common/magic/rare/exalted” at the bottom of the filter?

So you do not filter your items well. Got it.

You have concocted a pretty good story there, but its not reality. There are plenty of ways to do this that will never impact fps ever.

Even if the programmer is bad, and doesnt know how to make this event driven outside the frame uodate loop (which is very easy), computers are so fast they can recalc tens of thousands of pets every frame with no fps hit.

A an intel i7-8700k is 350 gigaflops, which means it can do 350 billion fliating point ops per second. At 120fps, that is roughly 2.2 billion calculations per fame. How many stats are in all pets? 50? 200? Lets be safe and call it 1000. That would use roughly 0.00045% of the cpu capability during a frame. And that is the dumb brute force solution. The smart solution is even less.

Currently when you spawn a pet, it “snapshots” the current state into the pet spawn. All those downstream pet triggers (like spawning other more buffed pets) are operating off a snapshotted pet.

The minimum that has to happen, is to make it so that the base pet is “force snapshotted” when gear is changed, to prevent the exploit of pets having power from a set of gear you don’t have on. A slightly better version would do this anytime a passive or skill point is changed. Also very easy. It could even force despawn any temporary pets. The rest of this doesn’t really matter.

You raise an interesting point that the snapshotted pet might benefit from temporary buffs… My answer to that is to always calculate pet data without any temporary player buffs, then they will never affect the pet snapshot.

Again, there iszero reason that fixing this has and fps related issue.

Honestly, I would rather the fix be where snapshotting doesn’t have much impact (which is what happens in other games).
You can do this by moving the minion modifiers off gear and into the passive/skill tree, for example.

As I said before, snapshotting makes sense, thematically. The problem is only the balance issues, so there are ways to fix those without removing snapshotting.

EDIT: You edited as I was responding, so I’ll address that here:

Per player. For only this operation. Don’t forget that these calculations are running in a server for multiple players at once and for multiple operations per players.
So if you assume a simple 1k players in a server, that’s already 0.45% CPU just for this operation.

What does that even mean? It makes sense a bear swipe would hit harder because i was holding one staff when i summoned him instead of another? “Thematically”?!? That is nonsense.

It is the reality of what happens. There is no theme.

Of course it does. If I use tools to do a job, that job doesn’t magically become worse when I stop using those tools.
In this case, you’re creating a minion. You used tools to create that minion. Just because you stop using those tools later doesn’t mean the minion is suddenly worse.

I made an example (in another thread I guess) but I’ll expand on it:
I’m creating a chair. I use a hammer for it. When I put down the hammer, the chair doesn’t become worse. If I lose an arm after that, the chair doesn’t become broken.

In this case, I’m using a magical item to increase my capabilities. I create a new being. He’s created. Why would that being become suddenly weaker later on because I changed my underwear?

Don’t know… my endgame filter has one rule for each item and if the items don’t drop with presets to make them better then what I already have I’m not intrested. If I see 1 item per hour in the endgame it’ll be a lot. It’s more like 1 item a day.

So if you have issues with to much loot the problem is between the screen and chair.