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poe-aura-calc's Introduction

Hey there, I'm Mike

I author and maintain a bunch of open source projects. Programming is my profession as well as my hobby, and this profile is filled with projects that I have created in my free time. Some of them are related to - or built off - each other, but most of them are completely unrelated and represent whatever I thought it would be fun to work on at the time.

If it ever seems like I've dropped off the face of the earth, it's probably because I'm working on one of many private projects that aren't ready to see the light of day yet. For questions about specific projects of mine, open an issue or a discussion on the relevant repo. If you have general inquiries about myself, feel free to reach out via shadowmoo.se.

poe-aura-calc's People

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damonkman avatar peteherniman avatar shadowmoose avatar

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poe-aura-calc's Issues

Nercrian phys damage reduction and defiance banner prasing fix

Line 224:

'#% Physical Damage Reduction': {scaling: 1},

Change to

'#% additional Physical Damage Reduction': {scaling: 1},

That way it'll parse in POB correctly

Also Defiance banner

Buff grants #% increased Evasion Rating and Armour

needs to be
"#% increased Evasion Rating and Armour"

Regeneration stats not correct due to early rounding

I noticed that my clarity buffs were a few points off and did some digging.

Regeneration rates are stored per minute which means they can have non-integer per second values.

Right now poe-aura-calc converts to an integer per second value first and then applies aura modifiers which means the final value ends up being a bit smaller than you see in game or in POB.

I think the easiest fix would be to not convert to per second until after the buffs; and when you do, don't use floor since the in game value will not be floored. For visual clarity, it'd probably be fine truncated to 1 or 2 decimal places (POB uses 2).

if (mod.id.includes('per_minute')) val = Math.floor(val/60);
val = Math.floor( val * effect_increase * buff_eff * 100 ) / 100;

Calculator Adds Some Duplicate Auras From Royale Mode

With the addition of the royale mode there are some royale-balanced versions of auras that share the same name as the ones for the main game, messing up the calculator. The only discernible ways I found to tell which one is the royale version are:

  • The key (AccuracyAndCritsAura vs AccuracyAndCritsAuraRoyale)
  • The base['base_item']['id'] value ("Metadata/Items/Gems/SkillGemPrecision" vs "Metadata/Items/Gems/SkillGemPrecisionRoyale")
  • The size of base['per_level'] (40 for the main version, 10 for the royale version)

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