Remove direct upgrade recommendations

This commit is contained in:
Jan Bader
2026-06-16 20:43:22 +02:00
parent 83ceb772fe
commit 7ce28410fc
4 changed files with 12 additions and 55 deletions
+8 -12
View File
@@ -54,20 +54,14 @@ Mount and pet base stats remain editable, and each has separate damage and healt
## Optimizer goals
The app lets you enter the current state of all equipment and then recommends:
The app lets you enter the current state of all equipment and then evaluates:
1. **What to increase next**
- Prioritizes effects by actual DPS gain for the selected combat style.
- Accounts for each effect's remaining room to grow before cap.
- Shows the DPS gain from the next `+1%` and from upgrading to cap.
- Crit damage has no DPS value until crit chance is above `0%`.
2. **What is best to sacrifice instead**
1. **What is best to sacrifice instead**
- Scores every equipped piece from its base stat and effects.
- Identifies the lowest-value pieces as likely sacrifice candidates.
- Explains why a piece is weak, such as missing effects, low base stat, or low-impact effects.
- Explains why a piece is weak, such as low base stat or low-impact effects.
3. **Overall build summary**
2. **Overall build summary**
- Totals base damage and health.
- Totals effect percentages across all items, mount, and pets.
- Shows calculated DPS and estimated regen to compare save slots.
@@ -80,12 +74,14 @@ The app calculates DPS from entered base damage and offensive effects:
DPS = base damage
* (1 + damage%)
* (1 + selected style damage%)
* (1 + attack speed%)
* ((1 + attack speed%) / 2)
* (1 + double chance%)
* (1 + crit chance% * crit damage%)
* skill cooldown multiplier, only for Skill style
```
The attack speed term assumes the base `100%` attack speed is about one hit every two seconds, or `0.5` hits per second.
The selected combat style controls which specialized damage bonus is used:
- Melee uses melee damage.
@@ -94,7 +90,7 @@ The selected combat style controls which specialized damage bonus is used:
All additive bonuses are evaluated against the current total. For example, if the build already has `+100% melee damage`, adding another `+50% melee damage` increases the melee multiplier from `2.0x` to `2.5x`, which is an actual `+25%` DPS increase rather than `+50%`.
Each item effect row displays its actual current DPS contribution and the marginal DPS gain from the next `+1%` upgrade.
Each item effect row displays its actual current DPS contribution. Direct effect upgrading is not modeled because players roll replacement items rather than adjust an existing effect in-place.
The effect totals panel also shows what adding one more maximum-roll effect would do right now. For example, if the build already has `+100% melee damage`, another max `+50% melee damage` changes the multiplier from `2.0x` to `2.5x`, so it displays `+25% DPS`.