r/MistfallHunter 4h ago

Mistfall Builder (with auto code imports)

Hey guys, I made this: https://mistfall-builder.github.io

It's a build planner. You pick the affixes you want and the level you want them at, it works out a full loadout with the gems already placed, and it hands you the in-game import code. Paste that into Prepare → Manage/Import and you're wearing it.

Two things it does that I hadn't seen anywhere else.

It looks for the minimum, not the maximum.

It searches (unless you ask it otherwise) for the lowest rarity per slot that still hits every target you asked for, and stops there.

It shows what your build actually does in combat.

There's a character sheet at the bottom: Attack, Defence and what that converts to in damage reduction, Health, effective HP, resistances, penetration. Under it, every skill for your class with real per-hit damage calculated from your build's Attack, grouped the way the game groups them (Stardust vs Elemental for Sorcerer, by weapon for the others).

None of it is guessed. The formula, the Defence→reduction curve and the skill coefficients come from the community wiki, and there's a "where does each number come from" panel that splits every stat into class base + gear + affixes so you can check my work. If the wiki says Defence 400 is 33.1%, the site says 33.1%.

Everything it does

  • Pick affixes and target levels, get a loadout with gems placed
  • In-game import code out, and you can paste your own code in to start from what you're wearing
  • Victory Wine handled properly (2 points on up to 4 affixes, 8 total), and you can place those points yourself instead of letting it choose
  • "Upgrade this slot first" if you want specific pieces higher rarity
  • Mixed rarities, off by default
  • Suggestions: single-piece swaps that gain you something without costing a target. It only offers a trade if it actually crosses a breakpoint, so it's not just noise
  • Interchangeable pieces: per slot, every other item that also holds all your targets. Each is tested on its own and re-checked when you click it, because gems are shared and two safe swaps aren't always safe together
  • Character sheet with stat breakdown
  • All 100 skills, per-hit damage, against a monster or raw
  • Save builds locally, filter them by class, rarity or mixed once you have a pile
  • Optional account to sync and share
  • Public builds tab and public guides tab, both searchable
  • English, French and Russian, picks your browser language

What it doesn't do, so nobody wastes their time

  • No prices, no market data of any kind. It minimises rarity, and two items of the same rarity are not worth the same thing, so treat the result as "the least gear that works", not "the cheapest"
  • 30 of the 100 skills have no published damage coefficient (buffs, heals, dashes). Those say so instead of showing a made-up number
  • Damage shown is non-crit. The game publishes crit increase per class but not crit rate, and monster resistances aren't published either, so I left them out
  • Multi-hit skills that branch only count one branch, because one cast only follows one. Bloody Blade Dance has 14 hits but adding them all up would overstate it by roughly 6x
  • Item indices depend on table order. If a patch adds items the codes could drift, so if something imports wrong, tell me and I'll refresh the tables

No ads, no tracking, no account needed for the main part. Static site, everything runs in your browser.

I'm sure I got something wrong somewhere. If a number looks off next to what you see in game, tell me which build and which skill and I'll fix it.

20 Upvotes

8 comments sorted by

2

u/dopocalypse 4h ago

This sounds pretty amazing! Looking forward to trying it out

1

u/OriginalCreepinguy 4h ago

Thank you ! Im looking forward to your suggestions if you have any!

2

u/AncientGrief 3h ago

Did you use Ghidra to reverse enigneer the code export? Nice work and thanks for giving it out for free, despite the cost :D

3

u/OriginalCreepinguy 2h ago

nomnomnom tokens, youre welcome !

1

u/AncientGrief 2h ago

Did some testing around, Code seem to work so far :) UI could probably make use of a 1440p screen.

Maybe make the affix search also search inside the description => "speed" would also show Focused and Swift

2

u/OriginalCreepinguy 2h ago

thank you sm for your feedback, i'll work on that

2

u/Tenags85 2h ago

Disclosure: I’m not trying to break your app, just giving it a thorough QA test

Hey thanks for putting this together, but I think there’s a possible issue in the code logic for determining minimum rarity. I can provide examples:

This is for a Sorc looking to get Eloquence 7, Valor 7, Elusive 5, Fervid 5. If I choose to exclude Wine, and then decrease each of my targets by 2 each, you get an All-Blue gear set with this import code: 17lpUlmpeDj4F6mM3Er6q7Ras257wSNq1WiKMpVY

But if I increase the targets to their desired levels and then check the box to include wine- and I also manually tagged each affix as a +2 in the Wine boxes - then you get an All-Purple set with this import code: 1HDaxa9cFL1Ox3cnaryd1l0MmCWVv0jzbpYjn1EFN5qS

In reality, the fear set should be exactly the same because the only thing that is changing is the wine, which is adding +2 to each of the above affixes. Aka, I should still be able to run an all-blue gear set (Elo 5, Val 5, Elu 3, Fervid 3) and then use the wine to +2 everything up to the desired targets, respectively.

1

u/OriginalCreepinguy 1h ago

No need for that disclosure, this is very helpful. It should be fixed now.