Version 1.3.0.0 - The 'Fake' No Delay patching
New version is live!
Considerable effort was put into fixing some issues that the calculations regarding 'fake' No Delay had, along with novelties brought by some recent updates in Triglav. Main issue was the damage-based 'fake' No Delay analysis. First, all related items had passive triggers given in relative terms (how much damage to take, based on the character's current maximum Vitality). Then, they were changed to be triggered with absolute values of damage taken. And then, some were reverted back to relative values. With both types co-existing, properly analyzing the build behavior gets more demanding...
Still in regards to 'fake' No Delay builds, another behavior was taken into consideration: when a build uses more than one item with a "charging" passive effect that triggers temporary No Delay, if said items have similar values for being triggered, leaving them synchronized results in a "waste", since temporary No Delay doesn't stack with itself. However, offsetting one item in relation to the other so the effect is triggered more frequently is completely manual, and when the item is unequipped, or the session is ended, the offsetting is lost. But is it worth it to do so, or is it better to rely on other item(s) for a 'fake' No Delay build?
The calculator now displays damage-based 'fake' No Delay results both in terms of absolute and relative damage, and whenever a 'fake' No Delay analysis is chosen, the option to offset 'fake' No Delay items becomes available. You can choose 'fake' No Delay specific for damage taken, hits dealt or kills performed, or leave for the calculator to decide which should be the best
Have fun!
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Get Build Picker for Triglav
Build Picker for Triglav
Find the best item combination for your favorite way of playing Triglav!
Status | Released |
Category | Tool |
Author | magomagao |
Genre | Simulation |
Tags | calculator, Godot |
More posts
- Version 1.2.2.0 changesJun 22, 2024
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