But on which paralevel? someone must rush him then?Yes, it is HC viable. It has been posted many times on ownedcore. The lower level gets an easy clear on T6, which gives them +1600% experience.
Does this work for Crusader's passive to use a 2H and a shield? Have read every reply in this thread and am still not sure..
Anyone that could help me out pls ?![]()
My current toughness is 11 million, only 360k dps. Let's say I never wanted him to go below 9million tougness in total and wanted to damage to go up. Would that be possible ?
-> take all damage upgrades when toughness stays above 9million ?
Yeah, but if you havent it will replace both your shield and 1h.Yes, works perfect! If you have the passive it will use 2h weapons.
i changed it to pick up damage > 0 && damage + toughness > 0 && ehp > -.07
works great.came back after a few hours, had higher deeps, a little higher toughness and a little lower ehp. All was gucci.
thanks sir.
if (damage > -0.05 && damage + toughness > .25)
isUpgrade = true;
if (damage > 0 && damage + toughness > -0.20)
isUpgrade = true;
The first line of your code will never return true... unless maybe you are level 70 replacing a level 1 grey item with a level 70 super good legendary? "damage + toughness > 25" would mean that you would need the summation of the two to be above 2500% increase.
if (damage > -0.05 && damage*1.75 + toughness > 0)
isUpgrade = true;
if (damage > -0.15 && damage*1.75 + toughness > 0 && healing > 0)
isUpgrade = true;
I am seeing people's weight changes to be very oddly made. Here is a simple way to do weighting, and is what I will be trying out tonight. The base logic mostly equates damage and toughness as a 1:1 ratio. If you simply multiply whichever one you want more of, you don't need to mess around with the rest of the statement.
Code:if (damage > -0.05 && damage*1.75 + toughness > 0) isUpgrade = true; if (damage > -0.15 && damage*1.75 + toughness > 0 && healing > 0) isUpgrade = true;
This code makes damage 75% more important than toughness. That means if we will choose to gain 10% only if we lose less than 17.5% toughness. Hopefully this won't be too much on my HC character, but 12.7m toughness and 400k DPS is not the ratio I'm looking for.
Yeah, I'm hoping that there will be a way to use simple stat weights soon, instead.
if(damage*5.0 + toughness*3.0 + healing*1.0 > 0) isUpgrade = true;
You mean this?
Code:if(damage*5.0 + toughness*3.0 + healing*1.0 > 0) isUpgrade = true;
You have access to the code, you can make it do whatever you want =P Simply change the multiplier on each stat.
I also really appreciate the coding help, now to find a middle ground... I have a leg with +4% dam but -12% tough.. I would replace this if i did it manually, but i'm using dam>0 && dam*2 + tough > 0 and it wouldn't fit that scenario, but high damage gear +8% dam and above would work fine if the -tough was at the right amount, I could up the damage multiplier but the higher the damage gets the more toughness I am subject to lose... it's really hard to find a perfect multiplier, especially when farming level 70 gear... hopefully great things to come! keep up the good work! Thanks again!
What *I* was trying to do (probably in a roundabout way) was have it NOT equip ANY piece of gear that would decrease damage, but ALSO don't equip any piece of gear (even if it's a damage upgrade) that would drop toughness by more than X%.