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Update Culling Strike to PoE 2 Implementation #93

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QuickStick123 opened this issue Jan 7, 2025 · 6 comments · May be fixed by #618
Open
1 task done

Update Culling Strike to PoE 2 Implementation #93

QuickStick123 opened this issue Jan 7, 2025 · 6 comments · May be fixed by #618
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enhancement New feature, calculation, or mod good first issue Good for newcomers

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@QuickStick123
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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?

https://www.poe2wiki.net/wiki/Culling_strike
image

In PoB currently it is treated as a flat 10%.
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Describe the solution you'd like

Pinnacle boss should set it Unique which is 5% the other settings Normal, Magic and Rare aren't as important but would be nice to be implemented maybe as a controlled drop down by is the enemy a Boss dropdown?.

Describe alternatives you've considered

No response

Additional context

No response

@QuickStick123 QuickStick123 added the enhancement New feature, calculation, or mod label Jan 7, 2025
@QuickStick123 QuickStick123 added the good first issue Good for newcomers label Jan 17, 2025
@pauloday
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I'm working on this. Would it be a good idea to change the "Enemy is a boss?" dropdown to "Enemy rarity"? This would keep the current options but remove "No" and add options for normal/magic/rare/unique (non boss). The other option would be to add a new dropdown for rarity that only appears when "No" is selected in the current one.

@pauloday pauloday linked a pull request Jan 26, 2025 that will close this issue
@pauloday
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I just made it a separate dropdown, I think that makes the code in ConfigOptions easier to read.

@deathbeam
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deathbeam commented Jan 26, 2025

1 important thing is that between poe1 and poe2 culling behaviour changed and now cull is checked before hit damage is applied, so for accurate "culling dps", i think average hit should be substracted from the culling damage increase otherwise the damage increase is mostly fake.

EDIT: Thinking about it more maybe its even more complicated than that

@pauloday
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The change to being on hit instead of for all damage did occur to me but it didn't seem like something that'd make sense to include. But I didn't think about how cull being checked before the damage would change things, that's a good point. Not sure what the best way to handle that would be.

@deathbeam
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I think at least supporting current % thresholds is good start, it just do not solves this issue completely so even when thats changed this should probs stay open imo (also good first issue is probably wrong tag too)

@pauloday
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Maybe something like "average hits to kill" or "avg hits saved with culling strike" would be more informative. I don't know if HP is calculated/included though. IIRC there was a way to set monster HP for detonate dead in POB1 but I'm not seeing it so IDK if that's the case.

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Labels
enhancement New feature, calculation, or mod good first issue Good for newcomers
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3 participants