openarl / pathofbuilding Goto Github PK
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License: MIT License
Offline build planner for Path of Exile.
License: MIT License
This is something that might be very usefull in this 'fast fixing/improving' days :D
Just a two small buttons, maybe above/below [Check for Update] button.
Clicking on [Patch Notes] brings up some popup/overlay windows with few (5 or so) latest versions and their notes. Also with a button to the full patchnotes of all versions (when you'll make some, instead on monkey-edditing readme :))
Clicking on [Source Project] will open up your projet's main page in browser.
There seems to be something different from how the app calculate numbers and the game shows us. Example:
Same itens, tree, etc, perfectly replicated etc. On this character the DPS calculation is off by just .3, but on a higher level character this difference was about 3K DPS (from 32K to 35K)
You could check how exactly the game calculates the numbers so you can guarantee parity on this
But really, amazing tool. I'm loving it, and the copy-paste support when adding item is something awesome
For testing puproses it's sometimes needed to have almost the same skill chains but with 1 or 2 changed gems in setup.
It would be so much QoL if we can just copy (button?) the existing skill chain so we don't need everytime to replace gem, switch 'Calcs' tab, then back to 'Skills' and so on.
Can you, please, explain how does exactly 'Mode' switcher works on 'Calcs' tab?
I can see some difference in values under 'attack area' while switching unbuffed/with buffs/effective dps. But what exactly happens, which buffs are counted and so on?
And what happens (should happen) if I manually turn on/off buffs/conditions/other stuff in that column? How does it interact with 'Mode' switcher?
When playing around with a build I sometimes change so much in an original build that I want to save the changes as a new build. It would be cool to have a "save as ..." button right next to the "save" button to create a completly new build.
I am currently working around this with the import/export feature, so I guess this is mainly a QOL improvement.
Would it be plausible to have an item stash/cabinet that you can share between builds? That way we don't have to recreate the same items each time we want to plan a build.
Hey there! Thanks for the super fast Lioneye's Fall-fix!
I've got some more coming! ;)
Is this the best format for you for feature requests / bug reports here at github?
As mentioned in the title, Serpent Stance is not counted towards global values while having Lioneye's Fall in the jewel socket and having a bow equipped. Blunt Trauma and the other connector-nodes do work though.
Subj, nothing to add here :)
Hey!
Thanks again for your awesome work and the "Save as..." Button! ;)
I am playing around with Crit-Builds atm and I am noticing some weird behaviour / missing features with Assassin's Mark.
It seems as if the Increased Critical Strike chance is calculated correctly and is added to the "overview" on the left side of the app as well as under "Calcs". It's missing in the overview though. (see screen)
The "20% increased damage from critical strikes" (I think it's an effective 20% "more" multiplier for the crit multiplier) seems to be completely missing in the calculation of the damage / multiplier. Would be cool if we had these! ;)
So, I've copied my currently existing character and wanted to do some experiments with its gear/passives.
But it looks that I'm missing 71,38 dps unbuffed (I mean, totally unbuffed in town) for some reason. As I can see - it's not just some element/phys/chaos damage missing, but total mofidier lose somewhere.
Here's my saved profile for it 2.3 Champion Poison LA+Frostwall.zip
Also, worth to mention, that "Inspirational" from champion doesn't count at all. So in h/o I'm missing almost 2k dps.
Closed without saving 2 times in a row, lost all changes.
First of all I want to thank you for your job and this amazing tool :) Was missing lots of your features in skill tree planner and forced to use online tools/own math spreadsheets. So, again - thanks a lot!
And now to the bug by steps:
That's all I have for now, will continue with exploring. And, btw, if there's any way to record logs - let me know, so next time I can provide them also.
Debug:
Just thought people should know.
The panel of buttons below the skill tree (Reset, Import etc..) do nothing when pressed. The search field and "Show node power" checkbox are also not interactable.
I am on version 1.0.15, using Windows 7. My screen resolution is 1920x1080, and this issue is present both in a maximized window and in a smaller window.
Hey,
I don't think this would be a lot of work, so I am reporting this idea here.
Just to get the damage calculations right, would it be possible to calculate DPS values with the more / increased multipliers from Cast On Critical Strikes? I don't think the calculator needs any fancy stuff for this gem and it could just be treated like Controlled Destruction for example.
Or is it the wording that's causing trouble?
Cheers!
After the program installed, I tried to run it from the installer. A window popped up with the following:
Windows 7, used the installer exe
SimpleGraphic v1.0 x86 Release, built Aug 30 2016
Executing SimpleGraphic/SimpleGraphic.cfg
Warning: config file not found
Executing SimpleGraphic/SimpleGraphicAuto.cfg
Warning: config file not found
Executing C:\ProgramData\Path of Building\Launch.cfg
--- Render Init ---
Pixel format: need 32,24,0, using 32,24,8
Creating context...
Loading WGL extensions...
using WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 16384
Loading OpenGL extensions...
using GL_EXT_texture_compression_s3tc
using GL_ARB_texture_non_power_of_two
Loading resources...
Renderer initialised in 523 msec.
--- UI Init ---
Script: C:\ProgramData\Path of Building\Launch.lua
Script working directory: C:\ProgramData\Path of Building
Initialising Lua...
Running script...
Saving C:\ProgramData\Path of Building\Launch.cfg
--- Render Shutdown ---
Unloading resources...
Deleting context...
Renderer shutdown complete.
Engine shutdown complete.
--- SCRIPT ERROR ---
Runtime error in 'C:\ProgramData\Path of Building\Launch.lua':
[COULDNT_RESOLVE_HOST] Couldn't resolve host name (6)
stack traceback:
[C]: in function 'perform'
C:\ProgramData\Path of Building\Launch.lua:38: in main chunk
Would be great, if you can add such feature somewhere.
It can be used to save forum link to the build guide, search filters on poe.trade and other useful information related to the current build.
Don't know is it in your todo-list or not, but it would be great if we could just import all character related info from public profile (like gear, gems, jewels)
Something similar to Atlas of Build tool, but inside PoB.
I realise that such scratching of web page and parsing data could be an ass pain, but still.
Just in case you'll have some free time :)
I know that you are busy right now with the next major update (btw, how is it going?), but still.
Don't think it's gona be hard, just smth similar to the Consuming Dark effect or that one from Cospri's Will in combine with max frenzy charges turned on on 'Calc's tab.
Is there any chance to see builds for Linux / OSX?
Or add more information about the project so we can try to build/compile for another targets, not sure. Mostly curious about it.
Just a QoL improvement.
So you don't have to click on skill chain in list just to watch what gems are inside and/or manually copy-paste them.
Smth like this: 'Frenzy - FA - CoH - Vuln'
It's not possible to add "cold, fire or lightning to attacks" for any rare ring template.
Is it hard to implement support of 'Wither' gem or just no one asked for this yet?
Couldn't find any info on forum/reddit.
Sizing issue causing the user to not be able to slide the slider that modifies the value of the stat to its rightmost position. Only able to slide about 1/2-2/3 of the way.
I mean fonts in all application, everything so small, and current font with white color looks ugly on typical 96dpi displays.
Steps:
1 Imported whole profile (tree+jewels and items+skills)
1.1 Saved changes
2 On skills tab I have following skill chain
3 Import same profile once again (only items+skills), skill chain duplicated (same gems, same level and quality, same order, same item)
Additional info: character mommysPIZZAMAKER
Understandably, it seems that the Radiant Faith node has been ignored or overlooked. Currently, allocating it does absolutely nothing.
Here's an import code for a build that easily showcases said issue: https://gist.github.com/efd512b1ea0215f52d425fd1830a0064
Simply import and allocate the Radiant Faith node. Nothing changes.
This is pretty low priority (in my opinion) but if it's a quick fix I would appreciate seeing it dealt with. Thanks for making such a great utility.
The special bonuses like Evasion per Int, Melee Phys per Dex, etc, don't seem to be working.
I'm on a CI tree, so maybe it breaks the bonuses application dues to not being able to receive one of the bonuses ( +1 life per dex)?
This happens on my 4-year old Asus laptop with Windows 7. After installation the program works normally for some time, but then, without a pattern I could detect, the application window simply doesn't show up after the initial console window is done loading stuff. The only solution to this problem I have been able to find is to reinstall.
I thought it had something to do with me having an external monitor hooked up to my laptop as that sometimes produces minor issues with games, but this week I've had the monitor hooked up to a different computer and the issue appeared despite it, with only the laptop screen as the sole display.
I am currently messing with Firebase for a web app and thought maybe you could use their services to implement the mentioned features without too much effort.
Firebase provides the "backend" for (web) applications and has services that all can be called via a REST API:
There are other similar services around but firebase is a free service if your app is pretty small and has fair pricings if your app grows.
This is a big one and I am pretty sure this has already crossed your mind!
But I also think there are some very cool things you could implement with services such as firebase, so I thought I'd just share the idea. ;)
Also I am just curious about your opinion about features like the mentioned ones. Do you maybe also already have similar plans / ideas?
There is no change from allocating/unallocating Toxic Delivery right now.
I think this one will be popular very soon because people want to try Assassin + Blade Flurry.
Thanks for the work!
http://i.imgur.com/SMLO8zW.jpg
It's better to add section with new modifiers descriptions under original. Something like this:
30% increased Physical Damage with Maces
40% increased Stun Duration on Enemies
5% increased Radius of Area Skills
----------------------------------------------
30% increased Physical Damage with Bows
40% increased Stun Duration on Enemies
5% increased Radius of Area Skills
Also thanks for awesome tool!
Hey there!
Here's one for the long term to-do list if it's not on there already:
Make the initial build-list sortable by
Especially "Last edited" would be super handy! ;)
Thank you again for your hard work!
Some of unique affixes doesn't import when trying to copy-paste from game.
And some templates also doesn't have this affixes (like The Bringer of Rain Nightmare Bascinet)
What I've found for now:
Can we get more top tier weapon types like Foils and Ambushers?
As subj says - allow users to use keyboard navigation and action in lists (like 'All items' on 'Items' page), dropdowns (like 'Main Skill' dropdown on the left bar), popups (delete confirmation window).
Flasks have a large impact on builds, having a way to preview their effects, both defensive (eg. basalt, Taste of Hate, Ruby,) and offensive (eg. Vinktar's, Aztiri's,) would be extremely helpful. Being able to see the impact of flask effectiveness modifiers could also be very useful. Potentially this could work similarly to auras, in that they can be checked as active or inactive.
This is merely showing interest for such a feature, and in no way should be seen as a demand. No hard feelings if the feature never makes it in. Again, thanks for the amazing planner tool.
Although the item's mod text is highlighted as blue, (which I believe is supposed to indicate that the planner knows how to use the mod?) Lioneye's Fall's "Melee and Melee weapon Type Modifiers are Transformed to Bow Modifiers" does nothing.
Here is an example of a build that showcases this effect: https://gist.github.com/78ac225562d0b0bb564c00371d7fc48d
Removing/replacing the Lioneye's Jewel in Socket #1 does nothing.
When adding the unique Shaper's Touch Gloves, the stats do not calculate the physical damage increase. http://pathofexile.gamepedia.com/Shaper%27s_Touch
Screen with what's going on: http://imgur.com/C6FNqN1
Sorry for bad English.
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