Path of Building: Offline Build Planner [v1.4.71]

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Openarl wrote:
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DracoArgentum wrote:
Would it be possible to get damage per hit? I'm Doing up an Essence Drain build and I'd rather be comparing that for the hit/DoT/poison/Decay.
How to you mean exactly? It already shows average hit damage, or do you mean factoring in DoTs too?


Yes, hit plus DoTs, preferably on a pane that can be seen while you're on the skills screen.
Noticed two discrepancies with accuracy modifiers, tested in-game:

1) 1h swords' implicit modifier is local and an effective MORE multiplier. It seems odd since other implicits are global and stack additively, but that's how it is on the in-game char sheet. Equipping a sword with "18% increased accuracy rating" implicit will give you 18% MORE accuracy for that weapon (other hand unaffected) no matter how much % increased accuracy you already have from other sources.

2) "+X to Accuracy Rating" explicit modifier on a weapon is global, and apply to both weapons if dual wielding. Currently Path of Building treats these as local.

Of course, #1 won't matter soon with the upcoming 1h changes, though I wonder whether their new flat accuracy implicits will be local or global.
Please make this work for summons like raise zombies and spectres ?? Love your work
Last edited by proz9c on Feb 24, 2017, 8:32:50 PM
Just wanting to know if someone has test conc effect with burning arrow since the tar would give it a hidden AOE tag would it only decrease the size of the AOE of the tar or would it instead also increase the dps of the burning arrow itself. Just wondering because i haven't played in a while and was reading through some posts about why less duration works with burning arrow because of its threshold jewel and was planning on playing burning arrow if conc effect does indeed work with it. The Found Path of building was the new hip thing and tested on path of building and my finds were inconclusive. Can someone test so i don't have to start a character and play for a couple hours until i get a chaos so i can test myself.
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vilogy_pae wrote:
Personally I would be very grateful if you could add them. And yes, they are niche, but I feel like more options is always great for planning ours builds :)
Ok, I'll see what I can do.

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CruelFish wrote:
We need some sort of urlshortener that works for importing builds, such as poeurl.

If you can get something set up my suggestion is to allow things like hastebin and pastebin.
Ordinary URL shorteners obviously won't work since the build code isn't a URL; I think pulling the code from a pastebin URL wouldn't be difficult, but I'm not sure about exporting directly to pastebin. I'll look into it when I get the time.
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Ohh and btw it seems like glacial hammer doesnt really... work with pob.
How so? I tested it and it seems to be working fine.

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CruelFish wrote:
Easy fix, Wither duration should be 2 seconds instead of 0.5, the 0.5 duration is for the movement speed not the 7% increased Chaos Damage taken.
Hmm, for some reason the hinder duration is listed as the primary, so that's what my skill data exporter picks up. I'll have to add an override.

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beginner wrote:
There's just a few things i'd extremely appreciate... or haven't found yet:
*) a list of "all gems used in the build" -> i'm able to do gem setups, but it'd be great to get a full list without looking at every setup, so i know what gems i'll use in total to plan which to buy from vendors and which not
I suppose that'd be useful. I'll consider it.
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*) build export function directly to txt (or whatever) -> as i'm mostly playing 2 player coop with a friend of mine (and also players in guilds might stumble upon that 'problem') i'm trying to synchronize builds with this friend of mine... right now i have to copy, paste, save,... would be great if i could save a build directly to txt (or whatever file you'd rather)
In the second section of the Import/Export Build tab, you can export your build to a text code. Is that what you mean?
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*) building on the previous, but only a dream: it would be great if we could build up a party of [build 0, build 1 ... build 6] for the calculations some time in the future :)
That's already planned, but it's likely to be a while before I get around to it
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*) a tutorial (link) about how to build your own rares... right now i'm going with taking rare templates and adjusting sliders, but there are some mods (iE res on jewels) that aren't accessible that way -> even if it's much to read, i'd really appreciate an easy to find tutorial/information stash directly accessible/linked within the program :)
For jewels, if you need access to all possible modifiers you can use the "Craft item..." option; the templates are just there to serve as an approximation. For other items, modifier can be added manually by clicking "Edit...". There's probably a few parts of the program that could use tutorials, but I've been too busy adding features to get around to making any. :/
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*) I didn't see any way to donate a little money to your efforts... i can't donate much, but if you'd need it, put up a button and you'd get what support i could offer :)
That's another thing I haven't been able to get around to doing. :/
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*) As I'm working as a software developer, but not proficient in lua script, i can offer you to vent any programming ideas you're not so sure about my way and offering you my thoughts about them :)
I've got things pretty well under control at the moment, but thanks for the offer!

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MasterBLB wrote:
Hey Openarl,is corrected font planned anytime soon?
Not soon. Overhauling the text renderer will take more time than I can spare at the moment.

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imsofly wrote:
Another awesome improvement that I would like to request is the ability to re-edit item prefixes and suffixes after they are already equipped to the build. The way it is now, I have to recreate an entire new item instead of just modifying the one that I already made which is currently equipped.
Double-click the item, change the affixes, click "Save".

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DracoArgentum wrote:
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Openarl wrote:
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DracoArgentum wrote:
Would it be possible to get damage per hit? I'm Doing up an Essence Drain build and I'd rather be comparing that for the hit/DoT/poison/Decay.
How to you mean exactly? It already shows average hit damage, or do you mean factoring in DoTs too?
Yes, hit plus DoTs, preferably on a pane that can be seen while you're on the skills screen.
Right, so the total damage that would be done by hitting an enemy once? I.e average hit + (total DoT x skill duration) + (poison DPS x poison duration) + (decay DPS x decay duration).

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RabidRabbit wrote:
Noticed two discrepancies with accuracy modifiers, tested in-game:

1) 1h swords' implicit modifier is local and an effective MORE multiplier. It seems odd since other implicits are global and stack additively, but that's how it is on the in-game char sheet. Equipping a sword with "18% increased accuracy rating" implicit will give you 18% MORE accuracy for that weapon (other hand unaffected) no matter how much % increased accuracy you already have from other sources.

2) "+X to Accuracy Rating" explicit modifier on a weapon is global, and apply to both weapons if dual wielding. Currently Path of Building treats these as local.
1) Interesting. I never thought to test that one, but I've verified it myself and you are correct; it'll be fixed in the next update.

2) I tested this ages ago, and re-tested it just now with various rare weapons, and flat accuracy is definitely local. What setup did you test with?

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proz9c wrote:
Please make this work for summons like raise zombies and spectres ?? Love your work
Much easier said than done, unfortunately. As I've explained many times, the information necessary to calculate minion damage simply isn't available.

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DJAnselme wrote:
Just wanting to know if someone has test conc effect with burning arrow since the tar would give it a hidden AOE tag would it only decrease the size of the AOE of the tar or would it instead also increase the dps of the burning arrow itself.
Burning Arrow does not deal area damage, so it cannot affect the DPS of the arrow, or any ignites that it causes. It should, however, increase the damage of the burning ground; but don't quote me on that.
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Burning Arrow does not deal area damage, so it cannot affect the DPS of the arrow, or any ignites that it causes. It should, however, increase the damage of the burning ground; but don't quote me on that.


What he is referring to is the fact that is a skill has a threshold jewel it's mechanics and tags carry to the skill without ever stating so in the actual skill, as an example of this a pseudo-famous youtuber Tarke mentions that less duration works with burning arrow, yet it doesnt have the duration tag (The threshold jewel adds the tag without saying it, try it ingame tooltip changes) now seeing as the effect is also an AOE effect it should indeed work as he says. Or does it. Brb 10 seconds of testing.


*** As Expected ***

Doesnt work, but the little symbol shows.

Less duration does however work, this has been talked about on forums and stuff for some while now but a lot of people still dont know this even after tarkes video.
Last edited by CruelFish on Feb 25, 2017, 9:25:31 AM
First off, thank you so much for making this! It's such an amazing program.

I think I found something that may not work as it should though.
Namely, I am able to link curse on hit to scorching ray, which shouldn't be possible according to the wiki: http://pathofexile.gamepedia.com/Scorching_Ray

And I linked it to flammability, while also having still having my blasphemy set up with flammability active as well, and I saw a dps increase. It seems to apply the flammability twice, as can also be seen in the Calcs area, which probably shouldn't happen.


Here's a build code in case you need it to check:

Spoiler
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k5yLdso3iXzAIp9IiPsGdOcMKLXwQeUTBQtf4wpkvIBKSGX7Gpc6tme5yUX6_C6w1AVoydXfM8jsQuMEJKVB_N7I9EWU0SWUoHWpFImjSufL7--ZYRq5Racu6sPSMopNV80QcgaAX8yaINRlBDsPlK6vvgxJLt9NIFpOLqnKNrOqkrpAPMEp8fXpyZ1uu-B_hub90q8eUIfa0xO_7fr-7GcSLi4vsn4hgVmOyfzOpZPyZtyZbaA717XAUONeK0h9wIpsWyZbVEsl47fVlaXrMKdIBydOyx9VSEx5mjiHYzNoTxmPSO7orV44W6mKTBH8MgRB1nTVBndGJrsZfJUy4xvoBhlFVhPWoee-sMu9S5OFPr1yJ9SLB4DytkGCA4fNmIGbWk6UVwz7QY5Lx7dICBStAt6M7tib_wmP1u3BdevooLTt4LxN2xwwDf0-PWG8dHU94WVH9f7Ocl_5a_XCveRXOs5D43FlzeyNWBQxqNTphxARvEyLenx3O_E0u9uLvwLzXxG4554=
Is the average damage in Path of Building supposed to match the tooltip in game? Because it doesn't for me.

Attack speed, hit chance as well as crit chance seem off.
Last edited by Oneyedrunky on Feb 25, 2017, 9:31:41 AM
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Oneyedrunky wrote:
Is the average damage in Path of Building supposed to match the tooltip in game? Because it doesn't for me.

Attack speed, hit chance as well as crit chance seem off.


Crit chance takes hit chance into effect, look in calcs tab.

The hit and AS might be different because you might have some stats like bloodrage not active in game but they are always active on the builder. Charges ETC may be the culprit.


Link your build code please.
Last edited by CruelFish on Feb 25, 2017, 10:03:15 AM
Is this it?
Btw was thinking maybe it doesn't account for additional arrow on quiver and the helm enchant? Could that be the reason?

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qFAJGMKNiOCN1L4imyioo1hr39uZk7TDZqCKhXSNrTv1qiU5dAd3LOYO54yGpprMXF9Bb4aRtmxra-EehgaiK253v6tO05R34Z4RXBQOZP1SM3AH2QvVXVEJxMXkj-DNUWPVttL5cTWkO1Dg_KSpCvbVKDfFyGUMqOawWhJcgfo1a8Hm8tqnOw00KqqpzC4FfJhkiwfKF89-vty4XjwE07B5fZDuxYq-taqLv2nE1xk17pAi_NaoVp0NG7LOUeMOOV-77oYRQm-t3KHwqwVbd6nGXWe01qhxC1usuFL9oNCLG_nWxB1wNTFcgfPi0dEXN8EaN419y1WLaTzq9uJLzB96XtzV3YUR2sa38OHuzvJ_lPg_WptV8g==
Last edited by Oneyedrunky on Feb 25, 2017, 10:20:21 AM

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