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Add Support for Nuanced Kinetic Fusillade #9183
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Whoops, I need to regenerate the |
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I based on wrong branch, closing this and opened a new pr that targets |
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A few changes needed
breakdowns can be done on the gem iteself along with code for the hit rate and average DPS
Don't make new output stats that are added to the sidebar. Space there is very tight so only essential info is shown there
For the breakdowns add descriptions for what each calc is for
Refer to Ball Lightning as how a skill has a bunch of code on the gem along with a in depth breakdown for the calcs pags outlining specific mechanics related to it
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Thanks for the review, I'll fix all this up today or tomorrow :) |
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Which section in the calcs page should I put the effective DPS calculated from duration and attack rate? I've never seen a DPS number in the "Skill type-specific stats" section (please provide an example if there is one). Should I add a new row to the "Skill Hit Damage" top section? |
Introduce support for Kinetic Fusillade's sequential fire damage mod. Add support for DPS calculations considering all available projectiles while factoring in duration and attack rate for effective dps calcs. Signed-off-by: Justin Stitt <[email protected]>
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Signed-off-by: Justin Stitt <[email protected]>
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Hi, I reworked this PR based on review here and on discord. I altered my PR description to provide reasoning behind the modes as well as added new screenshots to properly reflect the current state of the PR. I'd be happy to provide more screenshots if necessary. note: I hijacked |
Signed-off-by: Justin Stitt <[email protected]>
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Hi, I've pushed a commit to this PR which properly considers the delay between projectiles within a fusillade volley. To summarize fusillade's behavior there is 1) an initial delay before projectiles can start firing and 2) once projectiles have started firing, there is a delay between each individual projectile. This second part is "batched" in terms of server tick rate. Depending on breakpoints, 2 or more projectiles may fire on the same server tick. I tested this with a video recording that I recorded at This change to my initial calculations was inspired by this video by lolcohol which had research done by Nemrod10@yt. Nemrod's proposed calculator is available here (google sheet) but it is not entirely accurate as it doesn't consider server tick rates. I've also added a line of text letting the user know these calculations are best-effort as we don't know the exact delay between projectiles. Using the method I mentioned earlier, it is around
(pink boxes are my own, to help illustrate) |

Description of the problem being solved:
Kinetic Fusillade is not well supported by PoB at the moment yet it is becoming a more popular skill. Better support for this particular skill should increase user satisfaction.
For reference Neversink and Mathil are playing this skill and
0.4%of poe.ninja players are using this skill.So, I've added support for the
Projectiles deal (3-8)% more Damage per previous Projectile fired in sequencemod as well as support for "Effective DPS" calculations which take into account skill duration (rounded to server tick) and attack rate. This is visible within theCalcstab.The modes are currently:
1 ProjectileandAll Projectiles.We want
1 Projectilemode because this skill is not guaranteed to layer all projectiles onto a single enemy. In fact, it specifically states it will try to not target a single enemy (although the inherent chain might eventually mean the boss does get hit by all projectiles with other enemies nearby). Without a single projectile breakdown it would be very difficult for the average user to reverse engineer the actual damage of a single projectile as you would have to "undo" the sequential damage multiplier.The
All Projectilesmode is special because it needs to consider theProjectiles deal (3-8)% more Damage per previous Projectile fired in sequencemod.Steps taken to verify a working solution:
1 Projectilemode has sane and correct calculationsAll Projectilesmode to see it properly considers projectile count and duration modifiers.Link to a build that showcases this PR:
For any of those PoBs, check out
All Projectilesmode which does some linear algebra to calculate DPS considering theProjectiles deal (3-8)% more Damage per previous Projectile fired in sequencemod (which is now fully supported).Before screenshot:
After screenshot:
Using
All Projectilesmode:Now, allocating less duration stuff on the tree or gear can properly showcase in-game dps increases or decreases: