Include projectile mod damage in Kinetic Fusillade Ailment Calc#9966
Open
Trifall wants to merge 1 commit into
Open
Include projectile mod damage in Kinetic Fusillade Ailment Calc#9966Trifall wants to merge 1 commit into
Trifall wants to merge 1 commit into
Conversation
…amage calculations
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Description of the problem being solved:
Kinetic Fusillade's "more Damage per previous Projectile fired in the sequence" modifier was restricted to hit damage in PoB. As a result, ailments such as Poison did not receive the skill's sequential damage bonus, causing ailment damage to be underestimated when calculating multiple hovering projectiles.
"Projectiles deal (3-8)% more Damage per previous Projectile fired in sequence" actually applies to ailments, because of the specific unique wording. I learned about this discrepancy from Jungroan in this clip, in which he notes that GGG did confirm to him that it does in fact apply to ailments, so I went and tested it and confirmed that it does. You can see my results below.
The skill-specific modifier has been updated to apply to both hits and ailments. Generic projectile damage modifiers remain hit-only for ailments, as expected.
Damage Calculation:
For 12 hovering projectiles with 7% (tested on a Level 1 Kinetic Fusillade, 20 quality) more damage per previous projectile, the projectiles receive
0%, 7%, 14%, ...more damageThe average sequential bonus is:
7% × (0 + 1 + ... + 11) / 12 = 7% × 66 / 12 = 38.5% more damageSteps taken to verify a working solution:
Link to a build that showcases this PR:
Video showcase of the testing data:
https://www.youtube.com/watch?v=IJOjxk24MKA
Spreadsheet of the data in the video:
https://docs.google.com/spreadsheets/d/1S7ADqxWhJivgt2NY-bEzJaHwEiLmn_C5cM5f7yWxOzA/edit?usp=sharing
Build used in video and testing data:
https://pobb.in/5x5cY5f4S-1N
I used Plague Bearer to calculate the percentage increase and poison damage values. Abberath (Act 6) was used as the dummy.
Before screenshot:
After screenshot:
Also to note: I believe the sequential modifier calculation on Kinetic Fusillade is also wrong, so the "Accumulated Projectiles" option in the screenshot is from another feature branch to hopefully fix that. In either case, the percentage increase here mathematically agrees with the intended damage calculation.