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I'd like to propose a change and an addition that would imo make the build tool even better.
I'm guessing this is a relatively simple change to implement, but it would be very welcome as it would cut down on a lot of unnecessary repetition when theory crafting. When switching between brandsets, gearsets or weapons leave the attribute, talent and mod fields populated with previously selected choices wherever possible. Clearing them out doesn't help anyone since if you do want to change them it takes just as many clicks to change them from an empty value as it does to change them from an unwanted value. Leaving them populated however comes in very handy when you're just trying out different brandset/gearset/weapon combinations using the same attributes, talents and mods which I would think is more common than changing everything.
A feature request to automatically fully populate the gear slots to meet a selected criteria. Lets say one wants to create a build focused on armor, or CHD, or skill haste, skill damage, armor regen, hazard protection etc. Instead of starting with a blank slate as we do now, it would be much more helpful to be able to start with a selection that represents max armor, or max CHD, max skill haste, etc and start changing that until you're happy with the outcome. Finding these maximums currently takes a lot of familiarity with all available gear pieces (all brandset and gearset bonuses, all named attributes, all mods), good memory plus a talent for combinatorics, or substantial time investment to find the right selection of gear pieces and still you don't have the confirmation that the current choices indeed represent the max. With the right logic however the tool should be able to solve such "find max" problems and help users come up with desired builds.
Thanks for your tool, I hope you have the time and interest to implement at least the proposed change if not the feature as well.
The text was updated successfully, but these errors were encountered:
Thank you for the build tool, it would be awesome if we could see the gear effects on the damage output and if we could see the weapon damage stats for all weapons/armor/tech efficiency side by side for different build combo’s
is a great idea, could save some clicks and time. I'm not sure this will be implemented to the V1, but we're keeping this in mind for the Version2 currently In Progress.
Speaking of V2 ...
We have access to tools that let us consider auto fills and such for the v2. WIP. I'm almost certain this won't be worked into the V1 tho.
I'd like to propose a change and an addition that would imo make the build tool even better.
I'm guessing this is a relatively simple change to implement, but it would be very welcome as it would cut down on a lot of unnecessary repetition when theory crafting. When switching between brandsets, gearsets or weapons leave the attribute, talent and mod fields populated with previously selected choices wherever possible. Clearing them out doesn't help anyone since if you do want to change them it takes just as many clicks to change them from an empty value as it does to change them from an unwanted value. Leaving them populated however comes in very handy when you're just trying out different brandset/gearset/weapon combinations using the same attributes, talents and mods which I would think is more common than changing everything.
A feature request to automatically fully populate the gear slots to meet a selected criteria. Lets say one wants to create a build focused on armor, or CHD, or skill haste, skill damage, armor regen, hazard protection etc. Instead of starting with a blank slate as we do now, it would be much more helpful to be able to start with a selection that represents max armor, or max CHD, max skill haste, etc and start changing that until you're happy with the outcome. Finding these maximums currently takes a lot of familiarity with all available gear pieces (all brandset and gearset bonuses, all named attributes, all mods), good memory plus a talent for combinatorics, or substantial time investment to find the right selection of gear pieces and still you don't have the confirmation that the current choices indeed represent the max. With the right logic however the tool should be able to solve such "find max" problems and help users come up with desired builds.
Thanks for your tool, I hope you have the time and interest to implement at least the proposed change if not the feature as well.
The text was updated successfully, but these errors were encountered: