Repository navigation
Conversation
Node power, the Power Report and the other power stat selectors only offered "Eff. Maximum Hit Taken" (the second-lowest max hit across all damage types) and the "Taken X dmg" stats, which ignore life/ES pools. Add Physical, Lightning, Cold, Fire and Chaos Max Hit so a single damage type's maximum survivable hit can be optimised directly. Minion variants are generated automatically. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Changing build.characterLevel without setting build.buildFlag left the misc calculator's base output at level 1, so every node scored the level difference instead of its own effect. Force the recalc, and check that a Fire Resistance node only scores for Fire Max Hit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be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:
Show Node Power, the Power Report and the other power stat dropdowns (Items tab sort, item and notable DB sort, trade weights, Compare tab) had two options for hit defence. Neither shows how a node changes the largest hit of one damage type that the character survives:
SecondMinimalMaximumHitTaken). A node that only raises one damage type, such as fire resistance, scores 0 unless that type is the second-lowest.What this PR changes
data.powerStatList, right after Eff. Maximum Hit Taken. They read the existing<Type>MaximumHitTakenoutputs, the values shown as "Max Hit" in the sidebar, so both pools and mitigation count. Higher is better, so they have no transform.Steps taken to verify a working solution:
spec/System/TestMaxHitPowerStats_spec.luawith 4 tests:The Fire Resistance node scores 0 under Eff. Maximum Hit Taken because Lightning and Cold are still at the lowest value (791). The Fire Max Hit option shows its +45.
Link to a build that showcases this PR:
N/A
Before screenshot:
After screenshot:
🤖 Generated with Claude Code