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poetheorycraft's Issues

50+hours usage feedback

First of all, thanks for making this wonderful tool.
I played with this tool for 50+ hours, and really enjoyed the experience.

Since I am probably one of the heavy user, I decided to give my feedback for further improvement.
Here are the improvements/bugs I saw during usage.

  1. More Post-Roll Actions
    1.1 Alt/Aug/Regal: Really common method. Probably others have already suggested this.
    1.2 Maximize roll of crafted mods only: It is quite common not to divine the whole item, but reroll the crafted mods.
    1.3 Multimods/Slams: Probably too advanced an option for now, but maybe an option for the future.

  2. Better Mass Craft
    2.1 Save Filters/Results: This is extremely useful. I often came up with a slightly different craft the next-day, only to replicate the first one for comparison.
    2.2 : No way to change the implicit roll other than using blessed orbs: Usually I just want to select the max roll as the base.
    2.3 Can't explicitly filter mods like T1 ES: "+# to maximum Energy Shield" is actually a pseudo filter, and takes the implicit ES and other "ES+armour" mods into account. (So It is annoying to filter items like Crystal Belt).
    2.4 Bug: Weight+Count don't work if you use the same mod in different groups.

  3. Other stuff
    Output the mass craft results to a CSV: I really wish I could do this. I'd be able to estimate the value of the craft from the CSV (We only get a visual graph for now, so I have to count all the number of items for each mod...)

All in all, I think this tool does an excellent job of simulating mass crafts. It is the best one out there.
I hope my feedback helps you making this tool even better :)

Spawn weight logic missing for bench crafts

Bench mods have spawn weights and can't be applied on an item where that weight would be 0.

Example: int+quality on armour with delve quality mod. Current item base and mod group checks don't prevent this.

Forced Fossil Modifiers Ignore Other Fossils

Fossils should respect all the weighting modifiers - regardless of whether or not they are forced.

One can check this by using, for example, by using Glyphic Fossil and any fossil which blocks tags on one of the corrupted essence mods.

Program crash on using weights

I've encountered a similar issue as #7 however using a different workflow; however I don't have any empty groups and it crashes on the try currency button.

A quick video of what I'm getting is here https://youtu.be/KSF3ptLTRKM

If you need any further information or there are logs I can send just let me know.

Export feature, (update) import feature, total/pseudo mods, alt+aug+regal,

Hey, love the tool ty etc.

I'd really like to be able to export info graphs. Something that would left me shift something like the distribution of total ES on vaal regalias using a dense fossil into a spreadsheet.

(update) Being able to import/export different strings or something for crafts would be great too. Could copy/paste some string in and it would perform the craft, like "vaalregaliachest860normal30%alch" would alch a 30% ilvl 86 0mod normal vaal regalia. It doesn't have to be readable like that I guess, but something I could save and redo at a later point without having to remember all the inputs would be sweet.

In a similar vein, currently to find out the distribution of mods that lead to certain #s of ES, you just take the base and use your crafting method, and then select the item es mod to get the distribution. Can this be more direct, maybe having total values of stats be something you can add as a group? There are already pseudo values for things like total fire res, but not for things like total es or total pdps.

Would also love to be able to chain some common crafting methods, like alt+aug+regal. Currently afaik the only way to do this is to get distrubtions for 1 mod on a magic item, then get the distrubtion of augments for 2 mods, then go again with regals. Some steps have to be repeated tho depending on the item.

xoxo love it etc. tyvm

Fossil Multiplier

There is evidence that "increasing" fossil multipliers don't stack multiplicatively.

One can check this in game by using three fossils on an item which has a mod positively influenced by all three. The weighting would be multiplied by 1000, dwarfing all of the other mods.

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