Make minion attacks always hit (3.27 change) (#9023)
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@@ -2101,7 +2101,7 @@ function calcs.offence(env, actor, activeSkill)
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-- Check Precise Technique Keystone condition per pass as MH/OH might have different values
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local condName = pass.label:gsub(" ", "") .. "AccRatingHigherThanMaxLife"
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skillModList.conditions[condName] = output.Accuracy > env.player.output.Life
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skillModList.conditions[condName] = (output.Accuracy and output.Accuracy or 0) > env.player.output.Life
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-- Calculate attack/cast speed
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if activeSkill.activeEffect.grantedEffect.castTime == 0 and not skillData.castTimeOverride and not skillData.triggered then
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@@ -1074,7 +1074,8 @@ function calcs.perform(env, skipEHP)
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if modDB:Flag(nil, "MinionAccuracyEqualsAccuracy") then
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env.minion.modDB:NewMod("Accuracy", "BASE", calcLib.val(modDB, "Accuracy") + calcLib.val(modDB, "Dex") * (modDB:Override(nil, "DexAccBonusOverride") or data.misc.AccuracyPerDexBase), "Player")
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else
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env.minion.modDB:NewMod("Accuracy", "BASE", round(env.data.monsterAccuracyTable[env.minion.level] * (env.minion.minionData.accuracy or 1)), "Base")
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-- Minion Attacks now inherently always hit (Patch 3.27)
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env.minion.modDB:NewMod("CannotBeEvaded", "FLAG", 1, "Minion Attacks always hit")
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end
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env.minion.modDB:NewMod("CritMultiplier", "BASE", 30, "Base")
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env.minion.modDB:NewMod("CritDegenMultiplier", "BASE", 30, "Base")
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