plan_gear
Maximize damage and cap resistances by planning a full gear set with intelligent budget allocation across slots. Optionally enforce a minimum EHP floor.
Instructions
Plan a whole gear set that maximizes damage while capping resistances (budget allocation).
The cross-slot trade-off: limited suffix slots for resistances, so put them where they cost the
least damage. This crafts OFFENSE slots damage-leaning and DEFENSE slots EHP-leaning (which pulls
the missing resists onto the defensive pieces), building each slot on the previous so the plan is
coherent. dps_weight (0..1) tilts the offense slots. auto_base (default on) fills EMPTY
armour/jewellery slots with a sensible attribute-appropriate base, so it builds a WHOLE set from
scratch (weapons stay yours — they define the archetype). min_ehp sets a survivability floor:
defensive slots are re-crafted toward pure EHP until TotalEHP reaches it (reports ehpFloorMet).
metric is the offense stat to chase — use "FullDPS" for minion/DoT/trigger builds (whose
TotalDPS is ~0), else the default TotalDPS. Returns the per-slot plan + projected whole-build
DPS/EHP/resists; equip the items with equip_item. A heavier call (~10-20s); greedy heuristic.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| dps_weight | No | ||
| rolls | No | realistic | |
| slots | No | ||
| auto_base | No | ||
| min_ehp | No | ||
| metric | No | TotalDPS |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||