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Description
Check for duplicates
- I've checked for duplicate open and closed issues by using the search function of the issue tracker
What platform are you running Path of Building on?
Windows
Is your feature request related to a problem?
There are no WRETCHED DEFILERS in spirit body management
Describe the solution you'd like
from https://youtu.be/QvYnLZitdFg?si=JUouXHzBTXCuNLI3&t=923 can find how to add it
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Damage can be interpolated in 3 ways, this spectre uses effectiveness interpolation. Formula:
(3.885209 + 0.360246 * (actorLevel - 1)) * (grantedEffect.baseEffectiveness or 1) * (1 + (grantedEffect.incrementalEffectiveness or 0)) ^ (actorLevel - 1)
Source: https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/dev/docs/addingSkills.md -
Spectre data can be checked here: https://poedb.tw/us/Wretched_Defiler
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For level 90 spectre grantedEffect.baseEffectiveness = 1 (same for most common spectres), and average skill damage = (3690 + 8609) / 2 = 6149.5. Let's solve for grantedEffect.incrementalEffectiveness (x):
(3.885209 + 0.360246 * 89) * (1 + x) ^ 89 = 6149.5
x = 0.059477807555838
Source: https://www.emathhelp.net/en/calculators/algebra-2/solve-for-x-calculator/?f=%283.885209+%2B+0.360246+*+89%29+*+%281+%2B+x%29+%5E+89+%3D+6149.5&real=on
Path of Building Community\Data\Spectres.lua
minions["Metadata/Monsters/Revenant/RevenantMapBossStandalone_AtlasUber"] = {
name = "Wretched Defiler",
monsterTags = {
"caster",
"demon",
"fast_movement",
"flesh_armour",
"is_unarmed",
"large_model",
"lightning_affinity",
"melee",
"not_int",
"not_str",
"physical_affinity",
"raises_dead",
"ranged",
"red_blood",
"slashing_weapon",
"small_height",
"standalone_map_boss",
},
life = 3.9,
evasion = 0.5,
fireResist = 40,
coldResist = 40,
lightningResist = 40,
chaosResist = 25,
damage = 3,
damageSpread = 0.2,
attackTime = 1.5,
attackRange = 10,
accuracy = 1,
skillList = {
"RevenantBossSpellProjectile",
},
modList = {
},
}
Path of Building Community\Data\Skills\spectre.lua
skills["RevenantBossSpellProjectile"] = {
name = "Lightning Projectile",
hidden = true,
color = 4,
baseEffectiveness = 1,
incrementalEffectiveness = 0.059477807555838,
skillTypes = { [SkillType.Spell] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Triggerable] = true, [SkillType.Multicastable] = true, },
statDescriptionScope = "skill_stat_descriptions",
castTime = 1,
baseFlags = {
spell = true,
projectile = true,
},
constantStats = {
{ "monster_projectile_variation", 7 },
{ "base_number_of_projectiles_in_spiral_nova", 9 },
{ "projectile_spiral_nova_time_ms", 750 },
{ "projectile_spiral_nova_angle", 50 },
{ "projectile_spiral_nova_starting_angle_offset", -20 },
{ "monster_reverse_point_blank_damage_-%_at_minimum_range", 80 },
},
stats = {
"spell_minimum_base_lightning_damage",
"spell_maximum_base_lightning_damage",
"base_is_projectile",
},
levels = {
[1] = {0.60000002384186, 1.3999999761581, levelRequirement = 3, statInterpolation = {3, 3}, },
},
}
Describe alternatives you've considered
Just add it directly is fine
Additional context
No response