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originally posted in:BungieNetPlatform
3/4/2016 5:35:46 PM
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Getting max Str,Int,Dis stats for items not upgraded

I'm looking for a way to get the max value for a specific inventory item, not the max value that is possible for the class of items. For example (In game) if I have a Helmet that has not been upgraded I can see: Base Stat -> Max stat for this item when a perk is selected Int: 36 -> 53 Dis: 42 -> 59 Str: 0 -> 0 So, this helmet when upgraded adds 17 stat points to which ever perk is selected. Now as soon as I upgrade the first perk I lose this information and all I get is the following have no way to know there was a 17 point boost: Int: 53 Dis: 42 Str: 0 Not knowing what the base was, I have to upgrade the next perk so that I can select Dis over Int to find out the alt stats are Int: 36 Dis: 59 Str: 0 Is there a way to capture the Base stat and the bonus applied when the perk is selected. I'm looking for a way to identify armor stats to help decide what to keep, what to infuse and what will give the best combination for a build-out without actually upgrading every piece of Armor.

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  • Ah, yes indeed! Though it might be a bit of a pain in the butt... but it could be worth it, I think the idea sounds fun! To get at this kind of data for an actual instance of an item, you're going to need to hit the "GetItemDetail" API endpoint for the item in question. The URL is of the form: /Platform/Destiny/{membershipType}/Account/{destinyMembershipId}/Character/{characterId}/Inventory/{itemInstanceId}/ Getting the per talent node (i.e. per perk) stats: This is the only endpoint that returns the extended "statsOnNodes" data for an item: we only return it when you ask for a specific item because it is excruciatingly verbose and would cost us a lot of bandwidth to return it in the general responses. However, the upside is that this item has, for each node on the talent grid, the "currentNodeStats" and the "nextNodeStats". The reason why they're named this is a bit complex... there was a time where you could "upgrade" a talent node to additional levels, and in doing so you could gain further and further bonuses from that node. However, these days what this means is that, if the node is activated, "currentNodeStats" will be the stat bonuses that the node is currently providing. If the node isn't activated, those bonuses will be indicated in "nextNodeStats". Digging through this info will get you the raw stats possible per node, and this is where things are going to get annoying. Talent nodes can either be independently activated or activated as part of an "exclusive set". When you swap talent nodes in your build, for example, you're activating one talent node in an "exclusive set" and deactivating any others that are in that set. To see maximum stat possibilities, you'll need to act as if all positive stat-granting independent talent nodes are activated, and that the most beneficial node in every "exclusive set" is activated. To find out Exclusive set info, you'll have to look at the item's talent grid definition. The item definition will have a "talentGridHash", which you can use to look up the Talent Grid Definition. Its "exclusiveSets" property will give you lists of node indexes: when you activate any node in one of these lists, you should deactivate the other nodes indexed by this list. Getting the base item stats: Unfortunately, we don't return the base item stats... just what stats the item currently has. You'll have to reverse engineer that, which you can do by taking from the same response above all "currentNodeStats" and subtracting the item's "stats" by those values. This will give you the item's intrinsic stats. So if you have 3 nodes activated that give you 5 intellect each and the item has 20 intellect, subtract the 15 and you'll get the 5 base intellect of the item. I hope this helps! Make something awesome, you've got this!

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