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Member
Any chance you could add %mana as a condition for the life/mana flask trigger section? Has %life and %es but only #mana.
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I have a list , I on everyone on that list.
It takes me 30mins to do that,
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Originally Posted by
WorkingPour
Any chance you could add %mana as a condition for the life/mana flask trigger section? Has %life and %es but only #mana.
I thought about it again....I don’t understand wht benifit that will provide to the user???
I mean if you want to trigger on 80% mana, and you have 1000 mana, why not just set it to 800 mana.
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Member
Hi,
a quick suggestion:
For "on nearby enemy" counter / condition, adjust the sliders for realistic numbers as it's painful to adjust small numbers. I guess I'll never have over 300 enemy's surrounding me
but 1 to 15 max should be more realistic and comfortable for adjustment.
By the way great job for this tool.
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If everyone agree with that I would do that,
Btw if you hate that slider open the notepad file and manually edit it 
Also, I am working on a new UI that will resolve these issues.
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Post Thanks / Like - 1 Thanks
pablito1223 (1 members gave Thanks to GameHelper for this useful post)
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Member
Could you please tell me how to install this? Does it just go in the plugins folder?
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yes, create a folder in the poehud plugin folder ( u can name it anything ).
copy the dll and config folder in that newly created folder.
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Member
I got a problem here.When i chose "mantain flask buff". It just use all the flask energy in 1sec ,not wait for the buff time over。
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Member
it seems it got a problem with detecting the flask duration,can u tell me how to fix it?
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Member
Originally Posted by
zaafar
I thought about it again....I don’t understand wht benifit that will provide to the user???
I mean if you want to trigger on 80% mana, and you have 1000 mana, why not just set it to 800 mana.
It's nice if you play with a variety of characters, or if you're still leveling. If I always want a mana pot to trigger at 5% mana, then regardless of class, level, or total mana pool, 5% is always 5%.
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Originally Posted by
WorkingPour
It's nice if you play with a variety of characters, or if you're still leveling. If I always want a mana pot to trigger at 5% mana, then regardless of class, level, or total mana pool, 5% is always 5%.
it's a nice feature to have but the amount of confusion this will cause with the new users is way more than the number of benefits it will provide. People will ask me questions like, hey can I use both of the triggers at the same time, what happen if I want to set 2 triggers 1 in % and 1 in absolute etc etc. which one have more preference .... is there OR or AND relation between them..All kind of wierd stupid questions...
The only use case this handles is while users are leveling which is only 1,2 days of the whole league time. What I can do is implement something like if player level < 80 use % otherwise use absolute ... cuz after lvl 80 mana rarely changes.... but that again brings a bunch of wierd issues along with it ....
I am open to advice, if you/anyone can think of some better approach to implement this, I am all ears.
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Member
Originally Posted by
zaafar
it's a nice feature to have but the amount of confusion this will cause with the new users is way more than the number of benefits it will provide. People will ask me questions like, hey can I use both of the triggers at the same time, what happen if I want to set 2 triggers 1 in % and 1 in absolute etc etc. which one have more preference .... is there OR or AND relation between them..All kind of wierd stupid questions...
The only use case this handles is while users are leveling which is only 1,2 days of the whole league time. What I can do is implement something like if player level < 80 use % otherwise use absolute ... cuz after lvl 80 mana rarely changes.... but that again brings a bunch of wierd issues along with it ....
I am open to advice, if you/anyone can think of some better approach to implement this, I am all ears.
Just seems weird to me to have %life, %es, #mana. It's not something that can't be worked around, and I'm not doubting that it has uses, I just can't off the top of my head think of what those uses would be. Why not %life, %es, %mana. I'm sure you had a reason for creating it that way, I just don't know what that reason would have been.
Please don't take this as me bitching, it's great as is, it's your baby, if %mana isn't going to be a thing, then it's not going to be a thing. Not like it's going to make me not use the plugin.
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Member
I run an MoM build. I'm 86 right now. Every level, every node, every item upgrade can change my maximum mana by enough to have noticable affects on my flasking for flasks that trigger on mana.Sometimes its higher sometimes its lower, but every time I it changes I then have to go in and modify every single flask linked to mana, where if i could just use a percentage the only time I'd have to adjust them is if I want to change when I want them triggered.
tl;dr any time I level up/get a new piece of gear/take a new node my maximum mana changes and I have to manually adjust every flask because the flat number changes where with a % I wouldn't have to do that every single time.
Last edited by bewbtube; 03-09-2018 at 08:57 PM.
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Post Thanks / Like - 1 Thanks
WorkingPour (1 members gave Thanks to bewbtube for this useful post)
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% or absolute doesn’t matter to me, choose any you want I will implement it.
But what I am against is both of them in the flask manager at the same time.
So choose one and I will implement it.
But other one have to go away then.
Related to your question I choose absolute cuz someone gave me feedback that MOM sucks with % and requires absolute.
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Post Thanks / Like - 1 Thanks
WorkingPour (1 members gave Thanks to GameHelper for this useful post)
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Member
Im too lazy to test with no sources, so will ask here.
Usecase 1: I have identical 2 flasks, filled with same amount of charges. Both set up to triger on, lets say 75% hp. Which one goes first to use, first in array? ... Next trigger happend, will it use the one with more charges or first in array with enough charges?
Usecase 2: Same flasks as above, but 50% insta. As i understand we dont mark them as insta, because we have to know about timed part of regain. So question is, we got hit, hp <75, first flask applies 50% insta and keep going, lets imagine 75% not raised, second one will triggered or not? Do I get double insta use if first one not healed enough in delay time(100 default)? i guess not, as we dont mark it instant. So whats the best way to manage 50/50 flasks?
Usecase 3: I have few utility flasks I want to triger on 55% same time. First question, utility is insta, do we mark them so? Second, 55% triggered we have one of flasks used, delay...55% condition not valid anymore, coz healings, second flask will not pop? I have seen something like that, only one used.
If my questions looks unclear, i can ask another way.
I have 2 healing flasks. And 3 utility. What I want to get from it? Healing flasks do heals, I was thinking about both instant, just to make all math plain and simple, but 50/50 looks so good if u dont get chain of huge hits. Utility have to protect, maximum protection turned on same time, all 3, on panic trigger. In parallel all this flaks have additional role to manage alignments removing. What plugin settings will do the trick? Should i drop 50/50 to full insta?