I am making a Skill Tree App, Need your Help! *Updated*

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Mortal321 wrote:
In case you didn't know, there is an unofficial offline skill calculator.


I'd also like one that doesn't go full retard when you maximize it on a widescreen monitor...or at all for that matter.
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PolarisOrbit wrote:
I think it would be really nice if you handled the tooltips as follows:

-When most zoomed out, only tooltips for keystones are displayed
-Zoom in some, and tooltips for major passives are displayed as well
-Zoom in some more, and tooltips display for everything except Str/Dex/Int nodes
-At the most zoomed in level, tooltips are displayed for every node that fits on the screen

Basically you would assign a priority to each node's tooltip and as you zoom out lower priority tooltips hide themselves.


This seems like it would be really helpful if you wanted to look at the tree on a phone.

I have had this same idea for a build calculator where we visualize the tree in a different way for a while now. First you would make a few choices to tell the calculator about your build. For example, you want to play a tanky blood magic witch, so you start witch and blood magic is a must, Elemental Adaptation would be of interest, but all of the hammer damage nodes along the way wouldn't be.

Maybe you would just see a small greyed out icon of a circle with a hammer for the whole node or you could clear it out entirely. The essential nature of clusters of nodes is all that needs to be shown.

You don't really need to see a line with 4 circles for a cluster of 8% HP nodes at the zoomed out level, maybe just a heart icon with 8 on it and 4 rings on it would be able to represent the cluster. If you have taken 3 of the 4 nodes, the rings would just fill into circles. You would tap/click the heart or a minus sign to add/remove points.

The tree is more complex so you have to be able to show more paths, but I think the most connections at one point I have seen is 7 in the ranger area. One of those would be the direction you came from and two are irrelevant unless you are sword/shield though.

You would want the calculator to be able to analyze what is in the area somewhat, so certain paths could be de-prioritized to be shown to reduce clutter. As an example, this is mostly what my build is on one witch now and partly what it will be in a few levels, with some left out: link

I don't really know what the heck I am doing with this character yet. All I knew is that I want to test out the cluster of 3x 15% skill duration nodes (only place on the whole tree to get them, so sort of a keystone) along with dominating blow/increased duration, so I can have rare bosses as minions for over a minute.

There are only two directions to reach this node from, the center of the tree or some long route past either the whole templar/marauder/duelist or shadow/ranger trees. A problem sometimes with the offline calculator is that it is just showing the raw shortest path, but that would be okay here for initial build design, just for me to say, "Yeah, there is no way I am going all the way down through the ranger tree to get here."

This tree isn't technically the shortest path to my "keystone" (26 points), this one is (18 points).

Those 5 initial +10 Int/Dex nodes would have to be given a "tag" as "backroad" nodes. there would be a setting to "avoid backroads by default", because really why would you ever start a witch this way? I do have a duelist build where I start taking the 6% attack speed and then the dex nodes past Fury Bolts, so I know it is done sometimes, but there could be an option to just put the path in the "low priority/bad" zone of available paths being shown or to just never show them.

Different areas like the tree center and starting areas will need to be treated specially. I might be interested in something like Leadership or Iron Grip or getting to the Marauder start area, but unless I told the calculator I am set on using a shield or I want to go bow/crit, I don't need to see some tree options like this build.

Going into the deep center of the tree is generally a bad idea unless you really want to max out something like AOE range, so these nodes would all be given less weighting to be shown than "mini keystones" for AOE range like Blast Radius and Amplify.

I think a calculator like this could be super helpful, maybe almost too much like "solving" POE though. The categorization of nodes, pathfinding and logic required is a lot harder to program than just finding the shortest path between nodes which are all the same, but this would be the best tool out there. An easier thing to start with which would be necessary is taking totals of +base life and %HP type of stuff as the offline calc does. You would want to be able to toggle between the visualization and "game view" anyhow.

Incorporating info from the wiki on skills, damage, even game mechanics and a gear/gem setup to show what will work with what would be useful, but also very time-consuming. Some things like debuff duration nodes not lengthening the 0.5 second debuff associated with Dominating Blow, or Iron Grip only working with attacks and not spells are not intuitive at all. We could help stop people from making mistakes like this unless they actually went and read through a billion pages of mechanics threads.

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andybmcc wrote:
It may be best to do this via a web interface that is more friendly for mobile devices, then you won't have to port it between Java and ObjectiveC.


The creator here seems set to have it as an app though. Sadly I still can't program well and am too addicted to POE to learn ATM, but I can pull my weight with graphic/web design and knowledge of POE if anyone wants to help program my idea above or the OP wants to implement this.

I was thinking to use d3.js (relevant documentation) to be shown with HTML5 canvas. I would be making the redesigned nodes in Illustrator and realized there is some sort of plugin which will output canvas code though, so not sure how those will play together.
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any update?
I would pay for it without hesitating, actually. This game is so awesome and soooo free, that I would support an app like this without thinking twice about it. You could leave it free for anyone that needs it and add a money support option at download. I am sure a lot of people would appreciate the effort and the usefulness of it and materialize this appreciation in a more substantial way. I know I would.
+1 for IOS

Come on m8 I'm dieing here
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