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

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Co-authored-by: LocalIdentity <localidentity2@gmail.com>
This commit is contained in:
LocalIdentity
2025-11-15 14:41:50 +11:00
committed by GitHub
parent 516983aa2a
commit 12da634e87
2 changed files with 3 additions and 3 deletions

View File

@@ -457,7 +457,7 @@ function CalcBreakdownClass:AddModSection(sectionData, modList)
elseif tag.type == "MultiplierThreshold" or tag.type == "StatThreshold" then
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))
elseif tag.type == "SkillName" then
desc = "Skill: "..(tag.skillNameList and table.concat(tag.skillNameList, "/") or tag.skillName)
desc = "Skill: "..(tag.skillNameList and table.concat(tag.skillNameList, " / ") or tag.skillName)
elseif tag.type == "SkillId" then
desc = "Skill: "..build.data.skills[tag.skillId].name
elseif tag.type == "SkillType" then
@@ -494,7 +494,7 @@ function CalcBreakdownClass:FormatModName(modName)
end
function CalcBreakdownClass:FormatVarNameOrList(var, varList)
return var and self:FormatModName(var) or table.concat(varList, "/")
return var and self:FormatModName(var) or self:FormatModName(table.concat(varList, " / "))
end
function CalcBreakdownClass:FormatModBase(mod, base)

View File

@@ -322,7 +322,7 @@ local function doActorAttribsConditions(env, actor)
modDB:NewMod("Damage", "MORE", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "FrenzyCharge" })
modDB:NewMod("PhysicalDamageReduction", "BASE", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "EnduranceCharge" })
modDB:NewMod("ElementalDamageReduction", "BASE", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "EnduranceCharge" })
modDB:NewMod("Damage", "INC", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "PowerCharge" }, { type = "Multiplier", var = "FrenzyCharge" }, { type = "Multiplier", var = "EnduranceCharge" })
modDB:NewMod("Damage", "INC", m_floor(5 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", varList = { "PowerCharge", "FrenzyCharge", "EnduranceCharge" }})
end
if modDB:Flag(nil, "LesserAccelerationShrine") and not modDB:Flag(nil, "AccelerationShrine") then
modDB:NewMod("ActionSpeed", "INC", m_floor(10 * shrineEffectMod), "Lesser Acceleration Shrine")