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`.
+3 -38
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@@ -236,7 +236,6 @@ function updateAnalysis() {
updateEffectImpactHints(totals, dps);
renderEffectTotals(totals, dps, survivability);
renderUpgrades(profile, totals, dps);
renderSacrifices(pieceScores);
saveDraft();
}
@@ -263,7 +262,7 @@ function calculateDamageDetails(totals, combatStyle = "melee") {
const globalDamage = 1 + effects.damage / 100;
const styleDamage = 1 + getStyleDamageBonus(effects, combatStyle) / 100;
const singleHit = baseDamage * globalDamage * styleDamage;
const attackSpeed = 1 + effects.attackSpeed / 100;
const attacksPerSecond = (1 + effects.attackSpeed / 100) / 2;
const doubleHit = 1 + effects.doubleChance / 100;
const critChance = effects.critChance / 100;
const critDamage = effects.critDamage / 100;
@@ -273,7 +272,7 @@ function calculateDamageDetails(totals, combatStyle = "melee") {
return {
singleHit,
critHit,
dps: singleHit * attackSpeed * doubleHit * crit * cooldown,
dps: singleHit * attacksPerSecond * doubleHit * crit * cooldown,
};
}
@@ -404,45 +403,11 @@ function updateEffectImpactHints(totals, currentDps) {
const current = clampEffectValue(effect.type, Number(effect.value));
const withoutThis = calculateDps(cloneTotalsWithEffectDelta(totals, effect.type, -current), state.combatStyle);
const currentGain = percentChange(withoutThis, currentDps);
const remaining = Math.max(0, def.cap - current);
const plusOne = Math.min(1, remaining);
const plusOneGain = plusOne > 0
? percentChange(currentDps, calculateDps(cloneTotalsWithEffectDelta(totals, effect.type, plusOne), state.combatStyle))
: 0;
hint.textContent = `Cap: ${def.cap}%. Actual now: ${fmt(currentGain)}% DPS. Next +${fmt(plusOne)}%: ${fmt(plusOneGain)}% DPS.`;
hint.textContent = `Actual: ${fmt(currentGain)}% DPS`;
});
});
}
function renderUpgrades(profile, totals, currentDps) {
const upgrades = [];
for (const piece of state.pieces) {
for (const effect of piece.effects) {
if (!effect.type) continue;
const def = effectById(effect.type);
const current = clampEffectValue(effect.type, Number(effect.value));
const remaining = def.cap - current;
if (remaining <= 0) continue;
const plusOne = Math.min(1, remaining);
const onePointDps = calculateDps(cloneTotalsWithEffectDelta(totals, effect.type, plusOne), state.combatStyle);
const capDps = calculateDps(cloneTotalsWithEffectDelta(totals, effect.type, remaining), state.combatStyle);
const onePointGain = percentChange(currentDps, onePointDps);
const capGain = percentChange(currentDps, capDps);
const fallback = profile.weights[effect.type] * 0.001;
const efficiency = capGain || onePointGain || fallback;
upgrades.push({ piece, def, current, remaining, efficiency, onePointGain, capGain });
}
}
upgrades.sort((a, b) => b.efficiency - a.efficiency);
const count = state.recommendationCount;
$("#upgradeList").innerHTML = upgrades.slice(0, count).map((item) => `
<li><strong>${item.def.label}</strong> on ${escapeHtml(item.piece.name || item.piece.title)}
<small>${fmt(item.current)}% now, ${fmt(item.remaining)}% room to cap. Next +1% gives ${fmt(item.onePointGain)}% DPS; to cap gives ${fmt(item.capGain)}% DPS.</small>
</li>
`).join("") || "<li>No upgradeable effects entered yet.</li>";
}
function renderSacrifices(pieceScores) {
const weakest = pieceScores
.filter(({ piece }) => !piece.noEffects)
-4
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@@ -78,10 +78,6 @@
</section>
<section class="results">
<article class="card">
<h2>Best upgrades</h2>
<ol id="upgradeList" class="recommendation-list"></ol>
</article>
<article class="card">
<h2>Best sacrifice candidates</h2>
<ol id="sacrificeList" class="recommendation-list"></ol>
+1 -1
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@@ -175,7 +175,7 @@ h3 { margin-bottom: 0; }
.metric strong { font-size: 1.8rem; }
.metric small { display: block; margin-top: 0.4rem; color: var(--muted); line-height: 1.35; }
.results { grid-template-columns: repeat(2, minmax(0, 1fr)); margin-bottom: 1rem; }
.results { grid-template-columns: 1fr; margin-bottom: 1rem; }
.recommendation-list { display: grid; gap: 0.75rem; padding-left: 1.5rem; }
.recommendation-list li { padding-left: 0.25rem; }
.recommendation-list strong { color: var(--accent); }