Damage taken Graph

A damage taken graph, like the performance metrics UI, would help players figure out:

-what damage map and pinnacle bosses do
-what damage type killed them
-where to spec gear/flask/passives towards for harder modes of map and pinnacle bosses
-what damage certain mechanics/mobs do(porcupines, mob DD)

This feature would help people learn:

-how much uncapped resistance damage does
-the need to negate/reduce ailment damage(corrupted blood, poison, lightning traps)
-the need for combining defencive stats

A damage graph would provide a learning tool and a death log as long as graph shows different lines for different damage types.
Bleeding Corrupted Blood
Last edited by Dreh on Sep 18, 2024, 2:24:34 PM
Last bumped on Sep 20, 2024, 8:59:18 AM
Eveything you just said you wanted to have already exist. Poewiki for anything about mobs and bosses and POB for the rest.
Last edited by Satan on Feb 10, 1692, 10:00:00 PM
Yes we have PoB, Wiki and ...

That are infos what COULD happen but not what had happened.

To see what killed you realy you would need a combat (or maybe even) a death log.

But that's an old theme/wish from players.

Of course a combat log would be very long with all that actions in PoE.
Maybe too long ...
And all players would see what damage spikes and other things could happen in PoE.
Like skills which doesn't do the correct damage numbers :-)

I don't know what's the real reason why we don't have a combat log -
and GGG will not answer this.
And until PoE 2 is not finished for minimum 2 years GGG has other more important work.
Last edited by Jerexil on Sep 18, 2024, 4:49:33 PM
IMO League of Legends does a really good job.

Since GGG insists on a death log being problematic due to the scenario of "If you take a ton of Physical Damage and then get killed by, like, 1 Fire Damage, it would falsely allude to thinking that you died to Fire Damage."

...then steal from League of Legends and record a breakdown of like the last 2 seconds or so before death.
Win 11, RTX 4080, i7-13700K, 32GB DDR5-6000, 7000 MB/s SSD, 4k Ultra
------------------------------------------------------
If PoE 2 has no CWDT builds, I will quit for good.
"
IMO League of Legends does a really good job.

Since GGG insists on a death log being problematic due to the scenario of "If you take a ton of Physical Damage and then get killed by, like, 1 Fire Damage, it would falsely allude to thinking that you died to Fire Damage."

...then steal from League of Legends and record a breakdown of like the last 2 seconds or so before death.


Bruh, dont compare the simple deathlog of league to the data of POE. A single second of POE gameplay has more calculations than an entire 30m game of league.

You can't just "retrieve the data" from last 2 seconds, you have to record all the data and then only display those 2 seconds, where are you gonna store the calculations for the death log?
Last edited by Satan on Feb 10, 1692, 10:00:00 PM
Last edited by FearZGamer on Sep 18, 2024, 5:06:19 PM
"
FearZGamer wrote:
Bruh, dont compare the simple deathlog of league to the data of POE. A single second of POE gameplay has more calculations than an entire 30m game of league.


League's combat log is anything but simple. And don't act like the gameplay is that much different. Have you seen... true chaos in League? Looks a lot like PoE at times. And MOBA calculations are a lot more complicated.

"
FearZGamer wrote:
You can't just "retrieve the data" from last 2 seconds, you have to record all the data and then only display those 2 seconds, where are you gonna store the calculations for the death log?


If games from the 90s and early 2000s managed to do it, while comparatively having far, far, far fewer resources and computing power available while at the same time, relatively speaking, being quite resource hungry, we could easily manage that on today's hardware. Adding hundreds of units on the screen is not a new thing.

PoE is coded in C++, which has event loggers. And it's already doing that on your client side, though in a different manner. Every message you send, every map you open, every instance server you join, etc. - it's all logged on a client side file.
Win 11, RTX 4080, i7-13700K, 32GB DDR5-6000, 7000 MB/s SSD, 4k Ultra
------------------------------------------------------
If PoE 2 has no CWDT builds, I will quit for good.
"
"
FearZGamer wrote:
Bruh, dont compare the simple deathlog of league to the data of POE. A single second of POE gameplay has more calculations than an entire 30m game of league.


League's combat log is anything but simple. And don't act like the gameplay is that much different. Have you seen... true chaos in League? Looks a lot like PoE at times. And MOBA calculations are a lot more complicated.

"
FearZGamer wrote:
You can't just "retrieve the data" from last 2 seconds, you have to record all the data and then only display those 2 seconds, where are you gonna store the calculations for the death log?


If games from the 90s and early 2000s managed to do it, while comparatively having far, far, far fewer resources and computing power available while at the same time, relatively speaking, being quite resource hungry, we could easily manage that on today's hardware. Adding hundreds of units on the screen is not a new thing.

PoE is coded in C++, which has event loggers. And it's already doing that on your client side, though in a different manner. Every message you send, every map you open, every instance server you join, etc. - it's all logged on a client side file.


You are comparing messages and intances to damage calculations?

https://www.youtube.com/watch?v=MWyV0kIp5n4

A simple showcase of the calculations poe has to make (5 years ago, now you can x10+ it).

MOBA calculations are not complicated because you cannot apply thousands of ignites on a player, thousands of projectiles, thousands of debuff that apply multiple times per second making the game calculate it each PER enemy when the screen can have hundreds of enemies, not 5.

I've played league for 6 years I know very well the chaos it can become, and as I said, 1 second of a juiced T16 map has more calculations than an full game of league. And even with the little calculations league has, it often displays wrong data with death log.

It is not feasible to have death log in POE1.

Last edited by Satan on Feb 10, 1692, 10:00:00 PM
Last edited by FearZGamer on Sep 19, 2024, 5:49:20 AM
And this «juiced T16 maps» issue would concern what tiny minority of players ?

(And make the log opt-out, that way the ones that do get into these extreme situations, are also the ones the most able to disable the log in case it does cause slowdowns.)

And have you forgot that we're running CPUs able to do billions of calculations per second ?

----

PoE1 has a lot of impressive third party information, but a brand new player shouldn't be expected to have to leave the game for the basic one. (Especially not the non-official ones. And I definitely wouldn't recommend PoB on a first character.)

But I guess that it can be a learning experience, trying to experimentally figure out what type of damage for instance those act 5 boss deep red clouds do ?

"
corrupted blood, poison, lightning traps

Those are actually relatively clear, in that there's a delay before you die. Corrupted Blood and Poison show an icon (though what kind of damage they are is much less obvious, is it physical for CB ?), while Lightning Traps are very in-your-face.

"

[...]
Since GGG insists on a death log being problematic due to the scenario of "If you take a ton of Physical Damage and then get killed by, like, 1 Fire Damage, it would falsely allude to thinking that you died to Fire Damage."
[...]

That sounds like a bad excuse, since a log wouldn't just record the last damage. And if it isn't a full log, then statistically, it's much more likely to be the big damage that kills you than the small one (even in the case of over time damage !)
Last edited by BlueTemplar85 on Sep 20, 2024, 8:59:48 AM

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