Would it mess too much with the tooltip to just add the info about max tier/value for an item mod? I've thought some more about it and that's really the most useful info missing (IMO, of course).
E.g.:
Currently: [Affix Type] Tier Value Description [RangeOfValuesInTier]
Suggestion: [Affix Type] Tier Value Description [RangeOfValuesInTier] (Max: MaxTier/MaxValue)
The difference would be this for the example I used previously:
With MaxTier being the highest possible tier (regardless of ItemLevel) that doesn't increase the Required Level of the base item. And MaxValue of course being the highest value in MaxTier. For the highest level base item, MaxTier should be the highest possible tier regardless of both ItemLevel and Required Level. For accessories (amulets, rings, belts, quivers) I'm bit torn on how to define MaxTier - both highest tier overall and highest tier relative to ItemLevel have some merit (maybe the former is the best choice to stay consistent).Code:"Stout Thief's Garb" (99 EV, +46 Life), ItemLevel 43, base item requires level 35, Stout provides +40-49 Life Current: [P]T7 +46 Maximum Life [40-49] Suggestion: [P]T7 +46 Maximum Life [40-49] (Max: T4 +79)
If space is a concern, I would personally prefer dropping the [RangeOfValuesInTier] in favour of the max info. I think comparison to max possible tier has greater significance for item trade price than the value within the rolled tier.
Also, the descriptions could possibly be "translated" into something more brief. I don't think we need to worry about them being changed much and it would be nice if "base_lightning_damage_res_%" could be just "Lightning Res". I think it would be both shorter and read more easily. The "translations" could be placed in some config file that we would probably never have to worry about again.
Colour-coding tier and value is a good idea, but I find it a bit hard to use in practice (it's the part that confuses me a bit when I look at the tooltip). I think it's just me not reading/understanding the mechanism well enough, though.
PS: One general piece of information I'd like for the item as a whole is the vendor value. Just for us shard hoarders out there. I've definitely spent too much time trying to compute that in my head...
On smaller font sizes this should work quite well. On larger font sizes the whole tooltip is currently messy anyway.
Adding this info as an optional extra won't hurt. It makes sense to have all major parts (tier, range in tier, name, etc) optional. The max values will be one of those options.
Good idea. I'll check it out.
New exception cropped up:
************** Exception Text **************
System.ArgumentException: An item with the same key has already been added.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at PoeHUD.Hud.Dps.DpsMeterPlugin.CalculateDps(TimeSpan elapsedTime)
at PoeHUD.Hud.Dps.DpsMeterPlugin.Render()
at PoeHUD.Hud.ExternalOverlay.<OnRender>b__12(IPlugin x)
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at PoeHUD.Hud.ExternalOverlay.OnRender()
at PoeHUD.Framework.Helpers.ActionHelper.SafeInvoke(Action action)
at PoeHUD.Hud.UI.Graphics.RenderLoop()
at PoeHUD.Hud.ExternalOverlay.<OnLoad>b__b()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotificat ion(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
at PoeHUD.Hud.ExternalOverlay.<OnLoad>d__c.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state)
I like your idea of customizing the info displayed.
I think I figured out why the colour-coded numbers sometimes confuse me. It could be related to gestalt laws. It's hard to perceive the values as "related objects" (i.e. they're all values) when they have different colours - even though they're aligned to the same column. It might be different from person to person which gestalt law is stronger, but for me the variation in colour ends up being confusing in the sense that I need more time and focus to decode the information. I'll try to think of a way to enforce the fact that the values are related - underlining them or putting them in brackets might be enough.
Ok I lied, I'm back to using it, can you make sure you say somewhere that people need to rename folders and the .exe... glad I picked up on that through hvc's posts in other threads
OH i get it now, by the way thanks for everything you've done up to now
It also does the scrambling for you if you forget to do it (so long it's in the proper directory.)
TT89 has contributed something... like the first implementation of DPS mod.
Do you have the DPS tooltip on weapon?