In game resistance display

Hello Mr. GGG

I hope this finds you well.

One thing that seems amiss is the in-game display of character information.

In particular, resistance totals, why can I only see the capped value?

I would like to upgrade some gear, some of which has resistances.

Now I don't want to buy stuff that will cause my cold res to drop below 79%, for example, so I need to be able to see what my max res is, so I know what I can sacrifice.

But I can't, without either laboriously working to add up all the +res in both the passive tree, and from my gear, including working out % bonuses, or equally laboriously adding all my gear inot some 3rd parry application that can then tel me my real max res.

Why not simply make what would probably be the world's easiest UI change, and add a bracketed value after the capped value, indicating the real max value.

So instead of
79%
79%
79%

I see:
79% (110%)
79% (81%)
79% (89%)

So I know I can afford to drop 31% from the first resistance before I lose any in game protection.

NOTE:
It;s not like this information is hidden, it's there in the game in various forms, I can remove gear and see what my new res totals are, etc, so this isn't going to sudden;y make the game lolEZmode.

COMMUNITY:
Please don't just read this, go "yeah, good idea, seems easy to implement" and move onto the next post.

If we want this oh-so-simple change, +1 and reply, so GGG notice and incorporate into an upcoming patch.

Thanks!


IGN: Kulde
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Yeah, good idea, seems easy to implement.
10 views, one comment...hmm, not good odds so far...
IGN: Kulde
I agree, though I'm not sure GGG devs do.

Until then, removing pieces of gear make it really easy to calculate. Just remove the piece of gear that gives highest amount of resistance, and unless you're extremely overcapped, you can then easily find out how much resistance you need to hit the cap or a desired overcap. That's the only information you actually need.
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"
Yxalitis wrote:
10 views, one comment...hmm, not good odds so far...


Its a good idea, believe I've read it before, one of the cosmetic changes which GGG have to backburner, so while I don't disagree, I don't feel that its something that would change anytime soon
They also need to do this for HP regen and display it as something like 50 + 2.5% (175)

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Real_Wolf wrote:

one of the cosmetic changes which GGG have to backburner,


I'd be extremely disappointed in their game engine if a change like this takes more than an afternoon and a coffee to change.

An adaptive game requires an adaptive engine. Things should be made as easy to modify as possible, and information stored appropriately.

For example i would hope that they did the very basic smart thing and store your % HP regen as its own value that gets calculated and applied to a full regen value, and not simply do a calculation and storing a full number of actual regen.
Last edited by Xendran#1127 on Jul 18, 2013, 2:47:15 AM
I'd like to know this so I could know what my resists would be before going into an ele weakness map and finding out the hard way. Also especially useful for PVP when you need to prepare for 2 res curses and a penetration gem.
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Moosifer wrote:
I'd like to know this so I could know what my resists would be before going into an ele weakness map and finding out the hard way. Also especially useful for PVP when you need to prepare for 2 res curses and a penetration gem.


Well I guess memory is a skill in PoE as well. By playing too much with the same gear (can't get myself to spend 2 ex+ for minor upgrades) I more or less remember my total resistances.

They could also add mouseovers as well: So you could see your AR, ES regen, Res post. all of the different curses...



TL;DR: Memory and cerebral computations are part of this game.
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+1

Yea, I don't get why this hasn't been done yet. It'd be quite useful and time saving for planning builds and future gear - I always imagined this would have been implemented eventually there isn't any reason not to.
IGN: KaylaMensha/Kaliela
Do math.

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