Fixing to not be an extra 40%, but included with the existing 100%
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@@ -805,18 +805,17 @@ function calcs.perform(env)
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env.player.modDB:NewMod("RallyingExertMoreDamagePerAlly", "BASE", activeSkill.skillModList:Sum("BASE", env.player.mainSkill.skillCfg, "RallyingCryExertDamageBonus"))
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local rallyingWeaponEffect = activeSkill.skillModList:Sum("BASE", env.player.mainSkill.skillCfg, "RallyingCryAllyDamageBonusPer5Power")
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-- Rallying cry divergant more effect of buff
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local rallyingBonusMoreMultiplier = activeSkill.skillModList:Sum("BASE", env.player.mainSkill.skillCfg, "RallyingCryMinionDamageBonusMultiplier")
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local rallyingBonusMoreMultiplier = 1 + (activeSkill.skillModList:Sum("BASE", env.player.mainSkill.skillCfg, "RallyingCryMinionDamageBonusMultiplier") or 0)
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if warcryPowerBonus ~= 0 then
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rallyingWeaponEffect = m_floor(rallyingWeaponEffect * warcryPowerBonus * buff_inc) / warcryPowerBonus
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end
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rallyingWeaponEffect = rallyingWeaponEffect * rallyingBonusMoreMultiplier
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-- Special handling for the minion side to add the flat damage bonus
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if env.minion then
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-- Add all damage types
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local dmgTypeList = {"Physical", "Lightning", "Cold", "Fire", "Chaos"}
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for _, damageType in ipairs(dmgTypeList) do
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env.minion.modDB:NewMod(damageType.."Min", "BASE", m_floor((env.player.weaponData1[damageType.."Min"] or 0) * 2 * rallyingWeaponEffect / 100) * uptime, "Rallying Cry", { type = "Multiplier", actor = "parent", var = "WarcryPower", div = 5, limit = 6.6667})
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env.minion.modDB:NewMod(damageType.."Max", "BASE", m_floor((env.player.weaponData1[damageType.."Max"] or 0) * 2 * rallyingWeaponEffect / 100) * uptime, "Rallying Cry", { type = "Multiplier", actor = "parent", var = "WarcryPower", div = 5, limit = 6.6667})
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env.minion.modDB:NewMod(damageType.."Min", "BASE", m_floor((env.player.weaponData1[damageType.."Min"] or 0) * rallyingBonusMoreMultiplier * rallyingWeaponEffect / 100) * uptime, "Rallying Cry", { type = "Multiplier", actor = "parent", var = "WarcryPower", div = 5, limit = 6.6667})
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env.minion.modDB:NewMod(damageType.."Max", "BASE", m_floor((env.player.weaponData1[damageType.."Max"] or 0) * rallyingBonusMoreMultiplier * rallyingWeaponEffect / 100) * uptime, "Rallying Cry", { type = "Multiplier", actor = "parent", var = "WarcryPower", div = 5, limit = 6.6667})
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end
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end
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modDB:NewMod("RallyingActive", "FLAG", true) -- Prevents effect from applying multiple times
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