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Feature Request: Reactive Armor Hardener Override

Open njblackwolf opened this issue 4 years ago • 4 comments

A method of setting the "current" resistances provided by a reactive armor hardener such that, for example, one may evaluate a fit's EHP vs Fusion ammo before the hardener has shifted and the resistances are 15/15/15/15. The present behavior of the reactive armor hardener in Pyfa results in the hardener automatically shifting as appropriate to the damage type and as a result the EHP numbers shown reflect the post-shift EHP.

njblackwolf avatar Jul 20 '21 03:07 njblackwolf

Already exists, it's a preference to toggle the old behavior on/off (found under the Fitting Engine section)

Ebag333 avatar Jul 28 '21 04:07 Ebag333

Hello,

Thank you for your response. However, when using the method you have described, the desired result is not obtained.

For example: I have a fitting which uses the RAH and I would like to know its EHP vs, for example, Fusion, but specifically while the RAH is active and non-shifted 15 / 15 / 15 / 15. I set the incoming damage type to Fusion and the RAH shifts to 0 / 0 / 30 / 30 in both the normal behavior and the "old behavior".

In the options section, the description for the toggle you have described even specifically states, "When the damage profile is Uniform..."

I believe the case I have described here and above is a different usage and it may be beneficial to offer such a functionality. I do not have much UI experience, but I could see adding something under the module-specific right-click menu (perhaps similar to how abyssal mods work) which allows the user to override the reactive behavior with whatever % resists for each damage type they wish to test.

njblackwolf avatar Jul 29 '21 00:07 njblackwolf

Sadly, it appears that people are not interested in a feature for the above. The workaround, unfortunately, is to create a custom module and hope that you got the properties correct so that Pyfa doesn't give it stacking penalties.

njblackwolf avatar Sep 12 '21 06:09 njblackwolf

@njblackwolf it's not that there isn't any interest, it's that developer time is limited, and the RAH is notoriously confusing to work with. I can absolutely see the reason you may want to know what the EHP is when you first start getting pummeled by Fusion, before the RAH has a chance to adjust, and I don't think that's something we have available at the moment.

I can see few solutions:

  • Provide a EHP graph that shows, over time, the EHP. I think this might be specific to RAH fits, so might be a pretty useless graph for the most part, but would tell you kind of the curve at which your EHP adjusts.
  • Do exactly like you suggest and supply some sort of an override. However, while this seem straightforward, there's a bunch of stuff that goes into it. The module overrides for abysal modules are very specific to them, so extending that to another type of module would mean additions to database schema, etc. I'm not even sure how we would introduce this without it being confusing.
  • We could potentially calculate a start / end EHP and display this on the EHP tooltip. Basically get a value from when it first turns on, what does the EHP look like, to what does it look like when completely shifted. This might be the quickest way to get something out there for this.
  • We could have a special flag set for RAH that basically tells it to turn shifting off. So you will always have 15/15/15/15 regardless of damage type. This could be toggled in it's own context menu. I think this would also be a pretty quick way to achieve the results.

I don't have a whole lot of time at my disposal myself (indeed, I've just come back from a 1.5 year hiatus to work on the upcoming SSO changes). But I'm going to reopen this in case anyone else is interested in tackling this. :)

blitzmann avatar Oct 14 '21 04:10 blitzmann