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Description
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- I've checked for duplicate issues by using the search function of the issue tracker
Is your feature request related to a problem?
Yes, it is. Currently it is impossible to correctly set the amount of the beams for various sources of the skill.
Describe the solution you'd like
A new calculation for the beams amount and DPS would solve all the issues. Each instance should calculate beams and DPS (beams are the main source of damage) separately in the following way:
a=average beam damage
x=arrow count (amount of arrows that are fired)
y=attack speed (how many attacks are performed in a second)
z=duration (how many beams total are present in a single second of attacking [note each arrow can generate 4 beams])
DPS=(x*y*z)*a
e.g.
DPS=(6*3*2.5)*100k
In the above scenario the calculation automatically figures out - unless otherwise selected in the window that was implemented - what our DPS with storm rain is.
6 arrows are fired every time an attack is performed. The attack is performed 3 times each second. In a single second, each arrow can produce 2.5 beams at level 21 gem (beams pulse every 0.4s).
This means we can have 18 arrows on the ground that will pulse 2.5 times in a second, totaling 4,5mil dps.
In my particular example based on my current build, my ballistae totems fire 4 arrows with 3.5 attack speed. I have gem level 21 with 40% pulse frequency helmet enchantment, which would result in:
DPS=(4*3.5*4.16)*200k
DPS=11,648mil
Note that the frequency can be further increased with alternate quality gem, which I do not have.
This would also improve the overall skill gem feel when looking at builds using it on 3rd party tools such as poeninja.
Describe alternatives you've considered
No response
Additional context
Right now we have to do all the math ourselves to figure out how many overlapping beams we can produce, which is definitely not particularly handy.