Calculate a build with Path of Building
evaluate_buildCalculate Path of Building numbers for a planned PoE2 build at a character level — damage, survivability, resistances and a verdict with what to fix first.
Instructions
Real numbers from Path of Building's calculation engine for a planned build at a character level: damage against normal monsters and against a boss, seconds to kill a normal/rare monster and a boss, hits you survive from monsters and bosses, life, energy shield, resistances (with the campaign's resistance penalty and only the quest rewards earned by that level), Spirit and attributes, plus a verdict band (Comfortable / Workable / Borderline / Not yet) with the weak point and what to fix first. Level 65+ is judged for early maps, T15 and juiced T16 (and pinnacle bosses when that's the goal). With goals (from build_intake) the targets follow the player's purpose and Hardcore, end-game gear follows their budget, and goalCheck says honestly whether the build is on track, rough or not realistic yet for what they want, with options to offer. setupGaps lists what the setup is missing (unused Spirit, no boss skill, no curse/mark/warcry/banner). At level 65+ the assumed rares get resistance mods added to cap resistances, as players do in maps. Damage is broken down into hits, ignite, poison, bleed and minions. By default it assumes budget rare gear for that level (a few mid-roll mods per slot, based on terms and defence), including a budget jewel in each allocated jewel socket; pass items to use specific uniques (by name) or pasted item text in their slots (jewels too), or gear: "none" for no gear. Missing connecting passives are filled in (and listed), and "+5 to any Attribute" passives are spent where the gems and weapon need them. gearTier sets how good the assumed rares are (budget, mid or high). Extras: an amulet anoint and a helmet instill (helmetInstill, via a Raven-Touched Shard), runes, soul cores and idols (socketables), a skill from a Lament/Portent/Absent Amulet with no Spirit cost (amuletSkill), unique flasks and charms (flasks, with flasksActive), and a weaponSwap set with its own weapons, passives and skills. Timeless jewels (Heroic Tragedy, Undying Hate) aren't calculated by Path of Building for PoE2 yet. To compare options side by side, use compare_builds. Numbers are estimates: assumed gear and heuristic bands, not guarantees. Windows only for now.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| gear | No | ||
| avoid | No | ||
| class | Yes | Class or ascendancy name | |
| goals | No | The player's goals from build_intake: stricter targets, an honest goalCheck, and budget-matched end-game gear | |
| items | No | Specific items; each replaces the assumed item in its slot. Jewels go in the tree's allocated jewel sockets. | |
| level | Yes | ||
| terms | No | What the build scales, for the assumed gear (as for stat_priorities) | |
| anoint | No | Notable to anoint on the amulet (Liquid Emotions), e.g. "Potent Incantation" | |
| flasks | No | Unique flasks and charms by name (or item text); plain life/mana flasks are assumed otherwise | |
| skills | Yes | ||
| defence | No | Defence layers for the assumed gear (default: life) | |
| weapons | No | Weapon item classes to assume, e.g. ["Staff"], ["Wand", "Focus"], ["One Hand Mace", "Shield"] | |
| gearTier | No | Quality of the assumed rares: budget (default, mid rolls), mid (good rolls, more mods), high (perfect rolls, full mods) | |
| passives | Yes | Main-tree passives taken by this level (key, id or exact name); missing connectors are added | |
| mainSkill | No | 0-based index of the main damage skill (default 0) | |
| ascendancy | No | ||
| weaponSwap | No | Weapon swap: a second weapon set with its own passives and skills | |
| amuletSkill | No | A skill granted with no Spirit cost by a Lament, Portent or Absent Amulet (replaces the amulet), e.g. "Herald of Ash" | |
| socketables | No | Runes, soul cores and idols to socket, by slot | |
| flasksActive | No | Calculate with flasks active | |
| helmetInstill | No | Notable to instill on the helmet via a Raven-Touched Shard (level 60+, expensive) | |
| ascendancyPassives | No |