Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Tree Generator: Settings per Pseudo Attribute #432

Open
xanthics opened this issue Jan 23, 2017 · 9 comments
Open

Tree Generator: Settings per Pseudo Attribute #432

xanthics opened this issue Jan 23, 2017 · 9 comments

Comments

@xanthics
Copy link

xanthics commented Jan 23, 2017

Example:

chaining Herald of Ice build:
I want ~200% damage in a combination of area, cold, and elemental. Currently I need to play with various levels of the 3 mods until a tree is generated that I am okay with(to start tweaking) such as 100% elemental, 50% cold, 50% area. It would be nice to create a "mod group" and then say I want 200% damage and then select those 3 types. Ideally multiple mod groups could contain the same root mod, such as "Elemental Damage".

Currently I can fake this by editing SkillTree.txt and replacing "Area Damage" with "Cold Damage" and "(\d+)% increased Elemental Damage" with "$1% increased Cold Damage","$1% increased Lightning Damage". As the build I am playing with also uses Herald of Lightning.

@brather1ng
Copy link
Member

You can do that already. That's what the "Pseudo Attributes" do:

  • On "Pseudo Attributes", add "#% increased Cold Damage" with target 200.
  • On "Settings", check the tag "Area".

@xanthics
Copy link
Author

That "works" and is something that I hadn't gotten working before.

However it seems that all the pseudo attributes get the same settings that define what attributes affect them? So EG I am playing herald bomber. I want ~200% cold(ae tagged) and lightning(not ae tagged). The lightning will always end up being a little lower than anticipated because it also counts ae nodes. But at least I can play around that by raising lightning damage goals by the amount of area damage selected.

@brather1ng
Copy link
Member

Yeah, you can't define settings per pseudo attribute. I think the usefulness of that is not worth the time implementing it (would require a complete UI overhaul). Optimizing two skills with different settings at the same time is probably rare.

@brather1ng brather1ng changed the title Feature request - Mod pools for tree generator Tree Generator: Settings per Pseudo Attribute Feb 19, 2017
@BlazesRus
Copy link

actually you can do that with custom pseudo-attribute things.

@BlazesRus
Copy link

I have something like that for separate attack elemental area of effect and spell critical chance total on my local data that I use.

@BlazesRus
Copy link

Edit the Data\PseudoAttributes\ *.xml files to add such things in.

@BlazesRus
Copy link

I'll upload my pseudo-attributes data with that and some other customized combinations later on GDrive.

@BlazesRus
Copy link

<PseudoAttribute Name="#% increased Cold Elemental Area of Effect Damage" Group="Damage">
	<Attribute Name="#% increased Elemental Damage" />
	<Attribute Name="#% increased Cold Damage" />
	<Attribute Name="#% increased Area Damage" />
</PseudoAttribute>
<PseudoAttribute Name="#% increased Lightning Damage" Group="Damage">
	<Attribute Name="#% increased Elemental Damage" />
	<Attribute Name="#% increased Lightning Damage" />
</PseudoAttribute>

Heres link to my customized stuff.
https://drive.google.com/file/d/0B8Rugb-pJ6tFN0JoWW02WnhQWEE/view?usp=sharing

@MLanghof
Copy link
Collaborator

I've used similar customizing before for CoC builds, where you want(ed) to tag "spell" for spell damage scaling, but the critical strike chance you're most interested in is for attacks only.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants