Fix Resonating Shrine inc damage calculation (#9249)
* Fix Resonating Shrine inc damage calculation With the multiple multiplier arguments it was multiplying the charge counts instead of adding them Also changed the display of varList in the breakdown so now it is neater with space between the variables * Fix inc damage base value --------- Co-authored-by: LocalIdentity <localidentity2@gmail.com>
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@@ -457,7 +457,7 @@ function CalcBreakdownClass:AddModSection(sectionData, modList)
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elseif tag.type == "MultiplierThreshold" or tag.type == "StatThreshold" then
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desc = "If "..self:FormatVarNameOrList(tag.var or tag.stat, tag.varList or tag.statList)..(tag.upper and " <= " or " >= ")..(tag.thresholdPercent and tag.thresholdPercent.."% " or "")..(tag.threshold or self:FormatModName(tag.thresholdVar or tag.thresholdStat))
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elseif tag.type == "SkillName" then
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desc = "Skill: "..(tag.skillNameList and table.concat(tag.skillNameList, "/") or tag.skillName)
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desc = "Skill: "..(tag.skillNameList and table.concat(tag.skillNameList, " / ") or tag.skillName)
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elseif tag.type == "SkillId" then
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desc = "Skill: "..build.data.skills[tag.skillId].name
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elseif tag.type == "SkillType" then
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@@ -494,7 +494,7 @@ function CalcBreakdownClass:FormatModName(modName)
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end
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function CalcBreakdownClass:FormatVarNameOrList(var, varList)
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return var and self:FormatModName(var) or table.concat(varList, "/")
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return var and self:FormatModName(var) or self:FormatModName(table.concat(varList, " / "))
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end
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function CalcBreakdownClass:FormatModBase(mod, base)
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@@ -322,7 +322,7 @@ local function doActorAttribsConditions(env, actor)
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modDB:NewMod("Damage", "MORE", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "FrenzyCharge" })
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modDB:NewMod("PhysicalDamageReduction", "BASE", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "EnduranceCharge" })
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modDB:NewMod("ElementalDamageReduction", "BASE", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "EnduranceCharge" })
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modDB:NewMod("Damage", "INC", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "PowerCharge" }, { type = "Multiplier", var = "FrenzyCharge" }, { type = "Multiplier", var = "EnduranceCharge" })
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modDB:NewMod("Damage", "INC", m_floor(5 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", varList = { "PowerCharge", "FrenzyCharge", "EnduranceCharge" }})
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end
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if modDB:Flag(nil, "LesserAccelerationShrine") and not modDB:Flag(nil, "AccelerationShrine") then
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modDB:NewMod("ActionSpeed", "INC", m_floor(10 * shrineEffectMod), "Lesser Acceleration Shrine")
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