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[Work in Progress] DPS Simulator for Last Epoch

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LEDPS v0.2

Mostly supported

  • Paladin/sentinel bleed-relevant talents
  • Beastmaster/primalist poison-relevant talents
  • Ailments: Bleed, Ignite, Poison, Plague, BlindingPoison
  • ResistanceShred: Physical, Poison
  • Supported attack types: Default, Melee, Spell, Throw
  • Skills: Rive, ManifestStrike, DivineBolt, SentinelAxeThrower, SerpentStrike

Not supported yet

  • Hit damage
  • Armour daamge reduction
  • Multi target encounter

Open questions

  • Can Trigger trigger?
  • Buff (e.g., Aspect of the Shark) every 3 seconds?
    • Trigger with 100% chance
    • Create buff-skill with 0% trigger/onHit chance and 3s cooldown which applies aspect of the shark
    • Mabe a general skill-type which gets the 'to be applied' buff as input?
  • Buffs which fall of after hit?
    • check for them on attack?

Coding/naming conventions

  • Naming style: 'camilleCase'
  • Class intern variables with leading '_': '_variableName'
  • Input variables with trailing '_': 'variableName_'
  • Temporary variables have no '_'
  • Variables/objects start with lowercase letter
  • Classes start with uppercase letter
  • Function definitions should end either with return or pass

ToDo-shortlist

  • For limited ailments the one with shortest remainign duration is removed not the oldest!
  • Add more comments
  • Skills
    • Refactor skill-talents like character talents
  • Character
    • Split talents into classpecific files in subfolder
    • handle mastery differently and allow talent access to all class-trees within a class
  • Implement rotation system to incorporate stuff like Holy Symbols and Divine Aura as skills and not hard-coded
  • Modifier
    • Account for flat damage
  • Equipment-Manager
    • DualWielding: Weapon Aps is not a direct more multiplier for MeleeAttackSpeed. DualWielding averages both weapon ApS and applies the average as more multiplier
  • ArmourShred
  • Duration
    • In the end there should probably be two duration tracker; one on the player for buffs and one with debuffs on the enemy
    • Duration changes should check for minimum value -> smalles duration should be 0 because -1 identifies objects with infinite duration
    • Global modifiers like warpath's 'global more while channeling' should possibly be handled as an infinite buff
      • Skill attack start applies buff; end of skill attack removes buff -> all triggers get the buff but nothing used outside of warpath -> instant spells are a problem
  • Implement enemy class to handle enemy armour and resistances -> tracked by simulator and/or collection
  • Cooldowns
    • Cooldown recovery must be considered
    • Split into scalable and non-scalable cooldowns

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