Are the brands working properly? I add a crit chance brand node on the tree and i dont gain any crit chance/dps in calcs
I haven't implemented the brand-related passive skills yet; they're coming soon.
Are the brands working properly? I add a crit chance brand node on the tree and i dont gain any crit chance/dps in calcs
I haven't implemented the brand-related passive skills yet; they're coming soon.
It seems Ice Spear hasn't been given the ability to choose whether all projectiles hit or not, like Barrage has. Makes calculating dps with +proj items and GMP troublesome
That's coming in the next update.
Thank you!~
sadly vortex shows as an infinite cast rate ;_;
Fixed in the next update.
@openarl
The "Show node power" is compeltely busted for me it shows all the nodes as powerful equally or so even if it doesnt give me anything.
EE being colored when I dont deal any elemental damage...
Also wheres the tick for impale...
https://i.imgur.com/D0kUJo9.jpg for people asking, and no I have no elemental selected
Looking into that now.
The "Show node power" option seems to be bugged. On several of my builds (not all) it keeps cycling through the nodes one by one and then the red color fades while another node is highlighted in red.
On some builds it eventually stops cycling and settles, but other builds - minions for example, it never seems to settle down.
I'm looking into that now.
Yay!
...but something f**ky is up with the Show Node Power option, I'm seeing the entire tree highlighted different shades of red.
I'm looking into that; it only seems to happen with certain builds.
Awesome, thank you! /u/Openarl is there any chance of an Impale stack config coming soon?
Not sure; I'm still working out how to handle Impale.
Think the update broke Vile Toxins, it doesn't apply the extra hit damage per poison on enemy anymore.
Fixed in the next update.
Great job!
Question: Is it possible to somehow choose which build atomatically opens with I run PoB? Currently it seems random and the build it loads is not the one I currently use.
That's odd. It should always save the currently-open build, and I've never heard of that not working.
For the brand skills, does it calculate dps for each brand or for maximum amount of brands?
Per brand.
Champion " Banners reserve no mana" isnt working.
I haven't added support for that yet, but it's coming.
Chieftain doesn't have the DPS increase from '70% gained phys as fire' node enabled right?
Correct.
Winter orb is not working, node power shows every node on the tree is good for it.
That's fixed in the next update.
Can't you just implement it like bleed?
It functions entirely differently, so no.
The crit chance and multiplier on the totem/brand nodes don't calculate for brands
The next update will add support for those nodes.
Does that also fix ES/Mana/Life regen for my vortex build showing as a red "Nan" and not sorting supports by DPS?
I presume so.
For winter orb, is the posted dps at 1 stack, max stacks, or what? will there be a thing like BV has for stacks?
Edit: found it in the config options. I would have thought it would have been like BV but alright.
There's an option in the Configuration tab (Skill Options section) to set the stage count.
Mate, the latest patch (the one that fixed the Node Power bug) dropped the DPS on my build from ~1.6m to ~900k. I lost about 40% of my DPS, and I have no idea why. The only thing that might be relevant was something about "floating charges" affecting Discharge damage (I'm using Power Charges). Flipping through other builds I have saved, anything that used spells for primary damage (Blade Vortex, RF, Dark Pact) has lost a TON of damage. The only saved Attack build I have with data from pre-patch (Ele Hit) is displaying what it should.
I think you broke something. That, or something has been broken for ages, and it's now fixed, and I need to go radically retool my build.
Could you give me your build?
I can do better than that. I posted this build a week ago. There's a PoB Preview Bot that shows what the DPS was a week ago. When you import it into PoB, it now shows up as ~455k.
Something changed.
It looks like I've already fixed the issue locally, because I'm seeing ~950k here.
Sorry if I'm hijacking but wanted to confirm his post, my Ele BV went from 2.9m to 1.3m after updating, no item, config, or passive tree changes. POB: https://pastebin.com/zjPmXhbg
This should be fixed in the next update.
Is that with the patch you last pushed through? cause with that one, some abilities still have no base damage, just get a new build with nothing, get a discharge, enable charges youll see it has 0 damage in every element
Discharge was fixed in the last update, 1.4.119.
Is is dps calculation for blade flurry correct while dual-wielding? Had 2.9mil with 2 swords, now since the update only 1.4mil
The last update introduced a bug that affects the DPS of certain skills; I'll be pushing a hotfix soon to correct it.
Is it even possible to add support for new Ice Nova interaction with Frostbolt and Spell Echo?
I'm not sure yet.
Just FYI, Impale doesn't seem to calculate. I think I can just count it as 50% multiplier * effectiveness * chance to apply, but it would be nice to have.
Also, please add a way to tick multiple hits from Lancing Steel, Barrage style.
I know Impale doesn't calculate, because I haven't added support for it yet.
I'll look into Lancing Steel when I get the time, but it isn't straightforward as the primary projectile can have different properties than the secondary ones.
Isn't it just like a % of the phys hit that can stack so kinda like crimson dance(?) bleed
Well, Crimson Dance also isn't supported yet... Impale should be easier, though.
Arl, I think something f**ked up the avg dmg calculation of ice storm
Check for update; I released a hotfix that should correct that.
[removed]
GGG pays me plenty, but for working on the game, not developing PoB.
PoB is not showing Spell Echo Support's cast speed increase affecting brands' frequency. It does, this allows them to hit monsters more often than Faster Casting Support would. After trying it, there is a quite noticeable increase.
It also does not show brands as having a chance to proc freeze, burn, or even shock. Mixing heralds into the mix, I have seen all three happen in game.
Edit: This is on 1.4.119
Brands state that "Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency"; that means that multiplicative modifiers like Spell Echo don't apply, and I've just verified in-game that they do not.
I'm not sure what you mean about the freeze/ignite/shock chance; I'm seeing the appropriate chances listed in the Calcs tab.
Since the update claw crit nodes no longer count towards crit when using unarmed + rigwalds curse.
Fixed in the next update.
Okay weird Question is there a Bug with the new Gems especially Double Strike? I made my build before the pob update and it showed 1,7M dps with doublestrike with 1h Claw & Shield now after the Update it shows 100k dps? Using a 1h & Shield should not change the Dps with the Gem update or did I miss something? Or is the Calculation Wrong? Same goes for Reave.
Is that still the case now?
Thanks for the update, but I have a bug to report:
I have the Augyre item in my build teamed up with a Physical to Lightning gem, and I'm still showing that I'm doing some physical damage in the calcs page.
Pastebin for ya: https://pastebin.com/P0B0KV3f
When I imported your build I noticed that you didn't have the correct skill selected in the Calcs tab; if you haven't already discovered this, then that's the cause, as selecting Ancestral Warchief correctly shows no Physical Damage.
Will there ever be a retro-active tree feature? I hate having the game wipe my character trees, or even having PoB wipe old trees. I just canβt keep track of older character builds, and sometimes I want to go back to standard and play one but their tree has been manually reset and their build is broken in PoB.
Edit: not retro-active, maybe more like a time machine or backwards compatibility.
I do intend to add this at some point; definitely before the next patch that has tree-resetting changes.
If you're looking for bugs, I think I have one. Summon Holy Relic's purported DPS is affected by gems that would affect its cast rate if it weren't limited by a cooldown.
As a result, it's listing Cast while Channeling and Spell Echo as the top two DPS upgrades. It seems to be inheriting the gem's changes to cast speed and thus changing the Relic's attack/cast rate when, as far as I know, there isn't a way to do this.
I'm sure it's busy as f**k over there, so thanks for pushing updates on this thing during a league launch!
That's the case for all cooldown-limited skills; I do intend to fix that eventually though.
Can it? I thought the only difference is the impale chance.
One of the helmet enchantments adds pierce to the primary.
PoB is saying Concentrated Effect will increase my DPS with Shattering Steel, and while that skill does let me support it with Concentrated Effect, doing so does not affect the skill's damage tooltip at all (as it basically acts as a physical Ice Shot). The skill description does oddly say "in front of the impact location" vs "in a cone behind the target" so checking this is making me wonder if Shattering Steel actually hits twice with each projectile, once from impact and again from the aoe it creates in front of the impact location which should in theory contain the same enemy initially hit.
tl;dr Shattering Steel + Conc Effect is weird
PoB currently shows the DPS of the cone, which is area damage and is affected by Conc Effect. I'll add skill parts at some point so you can choose to see the projectile hit instead. Also, the cone doesn't damage the enemy that the projectile hit.
Cool beans. π
I kinda hate to poke for insider info, but do you happen to know if someone's looking into this safehouse bug that prevents all Betrayal events? It happened to one of my guildmates and he got real close to doing a chargeback on his supporter pack and quitting the league.
GGG's usually pretty good about game-breaking bugs like this but no one's responded here or on the various forum threads yet. D:
That is being looked into.
Hmmm, I know what the numbers say in game, which do not change with Spell Echo. I also know that if I am really careful with one monster and no Runebinder, I can see the increase in activation. I am not going to argue this one though because of the hard evidence of the lack of number changes. I admit I had not checked those before.
That said: check this build for the lack of elemental effects:
Also, a screenshot:
You have Elemental Focus linked to Storm Brand, which prevents it from causing Elemental Ailments.
Hi Openarl, are the data on the new syndicate mobs available for spectre use?
I can add them on request.
that would be lovely, thanks! - they seem to have phys damage, which would finally give us some phys based spectres that can scale,
Sorry, which ones exactly did you want?
Are you aware that the Self-Flagellation jewel has an incorrect mod (says it gives 1 extra curse slot instead of one extra curse on the player) and that the bonus damage from curses doesn't seem to work?
I never know whether it's worth creating new tickets or if that's just shouting into the void based on the amount of work that you've probably got lined up...
The wording on the mod is out of date, but it doesn't actually do anything in PoB anyway; I can't reproduce the bonus damage not applying.
Hey there, will you add the new uniques in the future?
Yes. when I get time.
Huh, maybe I was doing it wrong then? I was adding it in the curse section under Map Modifiers and Player Debuffs.
I did that, and the damage bonus did apply. Could you give me your build?
After more rigorous examination, this was a user error: if you look at jewels in the item panel but have no sockets allocated on the tree then it doesn't show the stats of the jewel. This seems fine.
Sorry for the noise on this.
Ah, righto then.