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Home Page: https://pathofbuilding.community
License: Other
Offline build planner for Path of Exile.
Home Page: https://pathofbuilding.community
License: Other
"20% chance for Poisons inflicted with this Weapon to deal 300% more Damage" this wording doesn't work.
I have to change it to this manually "Poisons you inflict during any Flask Effect have 20% chance to deal 300% more damage" for it to take effect.
Can set the gem level to 4, but the level goes back to 3 on saving and reopening
PoB says Verdant, Crimson, Ppalescent. Herbalism is actually Teal, Opalescent, Silver,
After installing the recent update I can no longer load my build at all. This is the screenshot of the error:
Edit: It seems I'm able to load every other build except the two that were open at the time of the update. I guess something broke during the process?
Edit2: It seems to stem from changing the "Calculation Mode" in Calcs to "In Combat." I was able to reproduce the error on other saved builds in this manner.
"15% increased dexterity if strength is higher than intelligence" mod on fractal thoughts does not calculate
The exposure on hit from elemental army support does not appear to be calculated.
I forgot i had damage on full life i am stupid...
as you can see in this screen shot the damage from Liege of the Primordial is being calculated correctly (thank you for that by the way!). I tried a new tree to see if it was just that specific tree was bricked, however the bug is easily reproducible by allocating the both Liege and Elemancer aswell as some golems.
In PoB, equipping Drillneck increases the DoT damage of Toxic Rain, and you can see in the calcs tab it is coming from Drillneck's modifier reading "Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce".
But Toxic Rain's DoT is neither a Hit nor an Ailment. In-game, equipping Drillneck does not change the "Deals X Chaos Damage per second" part of Toxic Rain's tooltip at all.
It appears with the new tree, there have been updates to the required oils for anointment. I am uncertain how many notables have been affected, but a spot check of a handful indicated most have been changed in some way.
Even tho I have not been able to find any official source to this, all the reddit threads agree that you can only have one exposure of the same element at the enemy. So.. basically, enemy can have lightning and frost exposure, but not two frost exposures - this currently does not work. You can use Wave on Conviction which applies frost exposure and frost bomb and the -25 to frost resist will be used twice.
You know like in a browser, tabs for every imported build instead of launching PoB in separate window/instance for every build you want to make or import.
Cheers,
A happy user
Trying to find each and every modifier is a bit of a nightmare, not entirely sure how big of a task it would be to implement more search/filter features into PoB, but all of them would definitely be appreciated!
Hi
I really appreciate your work and am happy that impale is implemented, but it punctuates a long lasting problem with path of building. I'm talking about double and triplling of similar information where one statement would be much more clear. I have following example: https://pastebin.com/7tNQEbUe
If you allocate the small damage note next to the scion there are 5 lines displayed which all show similar information. I would like to have the option (probably in the config) to show one line that combines dps, poison dps, impale dps and ignite dps (Probably the most important information that currently isn't provided at all) and another line that maybe shows only hit dps (for trashclear). The other lines wouldn't be shown in my comparison screen. They can still be shown on the left (even though I know people that don't want them there as well), but most importantly the comparison pob provides is shown in a better manner.
This is also an issue with other stats, f.e. i have a coral ring in above pastebin. Many builds wear an item that gives them life for tankyness and int for requirements. These 2 stats result in 12 lines on the comparison screen. I have played builds for which any single displyed line gives vital information, but most builds care about a maximum of 3 of these lines. Just giving us the option to filter would be a big upgrade.
Recreate with:
Import https://pastebin.com/Fjsnwcan
See Calc Min added Phys
Toggle Rage Support on
Check Calc Min added phys having too large of a number. (+43 instead of +4)
Missing fungal ground checkboxes for enemies, self, and minions. Fungal Ground is granted by Sporeguard while stationary or on kill.
Sorting items by DPS doesn't appear to work for any form of Minion DPS, and in particular definitely doesn't work for Infernal Legion.
Openarl's manifest.xml was slightly shuffled around, and the PART attribute is now at the end of the string. Not a huge issue, but for non-savvy users the line now appears as:
Source url="https://raw.githubusercontent.com/LocalIdentity/PathOfBuilding/{branch}/" part="program"/
Raise Spectre Gem says:
Minions have +30% to all Elemental Resistances
Calcs Screen says 1:
https://i.imgur.com/Xmapm4e.png
When pressing Ctrl+C on a socket group the program throw this error
Seems to only be this build and on any socket group -
https://pastebin.com/Uysh0Wcn
This is purely a visual issue from what I can tell, all the math is accurate just the labels. This is when you mouse over the "Area of Effect Mod" under "Skill type-specific Stats"
All auras give the Source Name for increase to AoE from quality to the name "Precision" regardless of which aura you look at. For skills that get 0.5% AoE per quality the source is always listed as "Cyclone" regardless if your actual skill is Ice Nova or Blade Vortex for example. I also checked the original Path of Building branch and this is local to this fork. Just something I noticed so thought I would report it.
E: Issue was link related. Please delete.
Perforate in blood stance is currently calculating for one spike only, would be nice to have a simple option in config tab to choose how many spikes are hitting the target. Would be a prime time to incorporate the helmet enchant as well.
I have a pair of gloves double corrupted with
+2 AoE gems
Curse on hit with level 11 vulnerability
The skills page shows this as level 11+2, but the curse on hit from the corruption is not a gem, so it should not get a benefit from the +2 AoE gems corruption.
Depending on your screen resolution you are not able to see/fully see the different highlighting options offered at the bottom right corner as most of the text will be off screen. https://imgur.com/a/cxFIHao (My resolution is 1366x768)
I'd personally recommend either shrinking the size of tree selector and search bar or adding an option so everyone can adjust it on their own.
Thanks and have a great day.
When downloading the new version of the Openarl Path of building version (even downloading the previous version give the error), when trying to update appears Update Check Failed.
Notice that in the manifest file it change from the new version and all the previous one.
The new impale DPS calculations are wrong for the following skills:
Possibly even more skills affected but those were the ones I immedietly thought of and tested.
The result is the impale DPS calculated only being half of the real impale DPS.
Without looking at the code it seems to me like the calculation for the avarage impale hit goes like:
(Mainhand average hit + offhand average hit) / 2
This is correct for most skills but causes problems with skills hitting either with both weapons at once or hitting multiple times with the same attack.
Instead of this calculation the "average damage" already includes the special behaviour for such skills and should be used as calculation base to fix the problem.
Imports gems at whatever level the gem options are set to or if left blank imports them as lvl20
In this patebin I skilled survivalist with +3% chance to evade attacks and have 0% chance to evade attacks
https://pastebin.com/7j54WBQR
I had "Default Gem Level" set to 1 when I updated PoB today to version 1.4.155.1 and it reset all my active gem levels to 1 after the update, This only occurred on the build I had open when I clicked "Update",
Would it be possible to implement the cast speed modification in relation to attack speed of these items?
Also Mjölner's "Socketed Lightning Spells deal 100% increased Spell Damage if Triggered" Doesn't appear to do anything.
Just want to say I recently found this fork via reddit and really appreciate the work everyone's put into it, Thanks guys!
The added damage component of "Master of Metal" is highlighted as working, but it doesn't. See https://pastebin.com/hxzgCWnj
There is no option to highlight nodes by Bleed DPS. Would love to have this as an option!
When trying to update PoB says update check failed. This happens after the last of the downloads, which start during the check. This might be related to the new build that was just pushed.
Possible source: i manually updated to the new tree on wensday, but patched afterwards to the most current version.
https://pastebin.com/P9NsiJfd is the pastebin. 85% fire resistance is shown, but in the calculation the +Max resist only adds up to 81%
I haven't checked all commits but I believe that at least part of the changes to skill data (and possibly other data too) has not been implemented correctly.
The files in Data/3_0/Skills
should be generated automatically from template files in Export/Skills
(as instructed in CONTRIBUTING.md). It's done by the scripts located in Export/Scripts
. Specifically calling this function: https://github.com/LocalIdentity/PathOfBuilding/blob/6229502a9c637bcf74696c1bffc472e841c8904a/Export/Main.lua#L92 from https://github.com/LocalIdentity/PathOfBuilding/blob/6229502a9c637bcf74696c1bffc472e841c8904a/Export/Scripts/skills.lua#L355 handles the skill data.
The current changes to wither and elusive are incorrectly implemented in the generated .lua
files and using the export functionality is going to erase them.
Lion's Roar and Ryslatha's coil should both affect bleed but do not change the Bleed DPS.
Raider's avatar of the veil has elemental exposure giving -15% to all elemental resistances to monsters. Both versions of PoB do not calculate this.
Thanks
According to CONTRIBUTING.md, developers are required to use the pre-built .exe file to run PoB. Is there source available for it? How can the .exe and .dlls be built from scratch?
No matter how much I scale the window I can't make it to fully show the "Show Node Power" button (same at full window). https://i.imgur.com/iaa2uVv.png
Currently when using e.g. a shaped sword which grants cast on crit the main gem does not link properly. In effect the mana cost calcuations are off - i.e. the mana cost of my cyclone (https://www.pathofexile.com/account/view-profile/platin91x/characters/platin_yikes) is calculated to be 3 but is 4 in reality (before reduced mana gear).
My build
https://pastebin.com/NyEVCj11
My Red Nightmare jewel is in Jewel socket #1 (near Marauder area) - if you add/remove the Red Nightmare jewel, there is no difference in the block chance (60%)
Even in the Calcs window, the Red Nightmare is not shown in the block chance calculations.
In options is a drop down for Node power colors, it is expected that all options in the drop down respect this color choice (i would assume the first choice being increases and the second being decreases)
However, only the Offence/Defence option uses either color, and all the other Node Power options use the OTHER color (e.g. if i choose Red & Blue, for all non-"Offence/Defence" choices, all nodes will be highlighted in shades of Green)
I choose Red & Green because Blue is hard for me to see, and this means that if i want to use any of the other Node Power filters, i need to change my colour setting, and then back again to use Offence/Defence.
Rage (from rage support) in the "when in combat" configs panel doesn't grant any movement speed.
Been trying to get Openarl's attention with this, but it's apparently such a small matter that he keeps on ignoring it..
See how the cursor is on another window (in this case; Chrome - even though that's not clearly shown, I know), while still highlighting things from PoB behind the window that's in focus.
This happens no matter what window is on top or even if I place 5 windows on top of PoB. PoB just doesn't care.
It would be awesome if this fork could actually fix this issue.
When using ctrl + c on item in game and then copying the item into PoB the item copies properly except for implicit. Copied Item's implicit have added (implicit) after it, which prevents PoB from reading the stat. Attaching crop from PoB to better explain what I mean.
To clarify - removing (implicit) in edit mode makes it work properly.
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