[PoESkillTree 2.7.3] Data update and .build exporting

You have to be logged in to be able to access a characters info, so I am not able to see your character. I think I have found a way to get characters passives skills but it will take a bit to implement since its not exactly straight forward. (It returns a list of node id's instead of a simple link)
MTX Finder: http://www.pathofexile.com/forum/view-thread/989787
QoL Updates Offline Skilltree Planner: http://www.pathofexile.com/forum/view-thread/996805
Buy me a coffee here :P https://www.paypal.me/EmmittJ
"
logosys wrote:


Yes, it would help. Looks like you use some unique weapon which wasn't tested yet.


Sorry for delay, I uploaded it to pastebin here http://pastebin.com/eDdzwWdm
With the recent addition of the compare feature I want to suggest something that I feel is missing ever since.

A way to display the combined values of interacting attributes,
e.g. "physical damage with two-handed swords"
- Strength
- Melee Physical Damage
- Sword Physical Damage
- Two-Handed Physical Damage

The online poebuilder got those pins next to the attributes that one can tick to display individual stats permanently on top, which is quite nice if you are trying to optimize certain stats.

Taking this one step further to display the actual resulting value would be a valuable time-saver. No need to go to calculator/excel again.


Seeing that PoESkillTree can already calculate the final Character Sheets it certainly already got methods implemented that can add up the above mentioned stats.


So shouldn't it be fairly simple to make it display those combined values?
Basically just do what the Character Sheet already does but display the raw attributes instead of the resulting values.

For a quick implementation, maybe adding a new tab next to "Attributes" and "Character Sheets" that lists any possible combination might be doable?
Later down the road you could make it so that the individual attributes are selectable.
In the end the user would only be presented a condensed list of the attributes they actually care for, e.g.:

- %max life
- + life
- %armor
- %physical damage with two-handed swords
- %attack speed with two-handed swords
- %critical strike chance with two-handed swords
- %critical strike multiplier with two-handed swords

And then, allowing them to compare these few values would make optimizing attributes a breeze.



I already had a look at the source myself but I can't seem to find where the character sheets gathers the individual attributes from. And I didn't dig into the MVVM pattern enough yet to properly add a clean textbox to display them either.
So I am rather asking the Pros themselves to implement it ;)
IGN: TyrantOgoun + TyrantNemesis + TyrantAbaddon + TyrantQuetzalcoatl
Shops: Std /141862 || Torment /1135488 ||
Community suggestions Log for 2H-weapons, melee and armor: /1083004
Last edited by 1stOfTHE5 on Feb 3, 2015, 6:11:19 AM
The point of the attribute list is to show raw values. I know it can be a pain to add up all your own values, but it is there to show what values you get from skilled nodes. There are pretty simple ways to combine attributes in the list (we do it with hybrid int/str nodes). I need to rework the attributes tab, but I haven't had the time to.

There are ways to implement the solution you are looking for; I just to know if it is a good design when there are ways of looking for single stat values on the tree. There are times when melee phys and sword phys mean two different things, so you cannot just combine stats, specifically spectral throw in this case.
MTX Finder: http://www.pathofexile.com/forum/view-thread/989787
QoL Updates Offline Skilltree Planner: http://www.pathofexile.com/forum/view-thread/996805
Buy me a coffee here :P https://www.paypal.me/EmmittJ
Thanks for the heads up Emmitt!
Of course you are right that this should by no means replace the attributes list.
It's merely a potentially handy addition, that ultimately just saves the user some calculating.

I have been looking at the code some more meanwhile and think that the calculations happen depending on the DamageNature of the skillgem that is being used in the Compute class.
Seems it would require gathering all possible combinations of DamageNatures in order to provide a List with all possible resulting values.
Likely this would need a set of whole new classes outside the CharacterSheets too, so a lot more hassle than I thought at first.
Also, the resulting list would be so bloated that it would ultimately not make anything easier.
[Tho, I think one could boil this down (be it with user input at run-time) to the actually used combinations.]

I've been using a item file in the past to compare my builds, that was no issue.
Seeing the resulting DPS is actually even more useful since attack speed etc. are directly taken into account. So it's really just a "nice to have" feature.

P.S.
That combined attribute nodes like Str+Int are being added up to the total, I have missed.
(I recall them standing alone, likely I'm mixing it up with boebuilder or a early release.)
I'm gonna have a look where that mathgic happens, maybe I can hack something together myself for my 2H sword needs.

IGN: TyrantOgoun + TyrantNemesis + TyrantAbaddon + TyrantQuetzalcoatl
Shops: Std /141862 || Torment /1135488 ||
Community suggestions Log for 2H-weapons, melee and armor: /1083004
Last edited by 1stOfTHE5 on Feb 4, 2015, 7:07:18 AM
They stood alone for some time while we worked out the problems that the 1.3 tree caused. They are now unified in the list. I believe the variable list is '_hyrbridSomething', but I am not at a computer to check it. Really if you were to just add one handers to swords you would get the same result as combining them. There is probably a much better solution, but just woke up. For a simple hack though it would do well.
MTX Finder: http://www.pathofexile.com/forum/view-thread/989787
QoL Updates Offline Skilltree Planner: http://www.pathofexile.com/forum/view-thread/996805
Buy me a coffee here :P https://www.paypal.me/EmmittJ
HY there,
first i want to say, GREAT Stuff, where someone really put heart and time into it.

But unfortunately i have to admitt, that on my Win7 machine it is giving all
the values wrong, compared with the account and char online ingame.
It shows wrong value on: Defence
Fire resistance
Cold resistance
Lightning resistance

Chaos resistance

Stun Recovery

and very important to me:
Movement speed

are not showing up at all.
So cann you please tell me where i shall adjust to get the identical
values on the display, as i see ing. ?
After all if can not trust that the values are equal,
i do not feel save to plan a Char, because it might just die straight,
because of misplaced skill points.

Did i get the eqipment from the PoE-Page ? YES
Did i fetch the pass. skill tree vie link? YES
Are the nodes correctly placed? YES
Are the values equal to overview box when pres"C"? YES
Are the values in the Cahracter -> Defence box equal to ing values? NO
Are all the values in that box present? NO

I sure believe, that for many players it is less interessting, if they see
the movment speed, well, to me it is an essential part of surviving.
NO, i am not yet redy for HC, no, i have no char-lvl 75+

It is very well possible, that on my machine some credentials are not
quite up to date, so i like to know, where i should chek, to get the output
from the program to identical from the actual game ;)

see also links for pictures.





any help is apprec. thnx in advance ,
regards
grunsus
Last edited by grunsus on Feb 7, 2015, 2:46:32 PM
I do not see anything wrong. The skilktree shows your resistances in normal, and you are in cruel which mean you have -20 res from what the tree will say, merciless would be -60.

As for movement speed we just haven't put it in. We might get around to it :p
MTX Finder: http://www.pathofexile.com/forum/view-thread/989787
QoL Updates Offline Skilltree Planner: http://www.pathofexile.com/forum/view-thread/996805
Buy me a coffee here :P https://www.paypal.me/EmmittJ
Would it be possible to put in minor support for older patch skilltrees? Currently trying to do some "historical" research on the 1.1 tree, and this crashes when trying to load the data.

This likely appears to be because the art downloads for some of the removed nodes no longer existing (crash occuring in POESKillTree.SkillTreeFiles.SkillIcons.OpenOrDownloadImages). Would catching that error and using a placeholder icon instead be doable?

You should just download version with 1.2 tree.
You can see all releases at https://github.com/EmmittJ/PoESkillTree/releases
Think version 2.1.1pre2 has correct 1.2 tree in PoESkillTree-2.1.1pre2-1.2Data.zip package.

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