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@Jayensee Jayensee commented Feb 1, 2026

What this PR does

Changes the Effective Max Hit to be the harmonic mean of the max hits instead of the second lowest max hit.
Additionally, it adds the Effective Max Hit to the detail stats, making them show up in the stats panel on the left, beneath the individual max hits, as well as in the tooltips that display the stat changes from taking passives, equipping items, etc

Description of the problem being solved:

The second lowest max hit is not a very intuitive definition for max hit because it ignores 4/5 of the max hits, including the lowest one (which is usually the most important one)

The harmonic mean allows all the max hits to affect the effective max hit while still behaving well with infinite max hit (chaos innoculation)

I think the an obvious example of the second lowest max hit being misleading is any CI build with around the same phys and ele max hits: if you take out CI and sort nodes by effective max hit, CI doesn't even show up because it doesn't really affect the second lowest max hit, despite the fact that the build is extremely squishy without CI.

Link to a build that showcases this PR:

https://pobb.in/ccUdP4u3vwZw

Before screenshot:

image image

After screenshot:

image image image

@Jayensee Jayensee marked this pull request as ready for review February 1, 2026 22:30
@Jayensee Jayensee changed the title Rework/eff max hit harmonic mean Change Effective Max Hit to use the harmonic mean Feb 1, 2026
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