* FEAT(items): Add showcased uniques to New.lua
* FEAT(mods): add handling for new mods on Scornflux
* FEAT(mods): add handling for "Take X Fire Damage when you use a Skill"
* FEAT(mods): add handling for Damage penetrates "Fire Resistance equal to
your overcapped Fire Resistance"
* FEAT(mods): add handling for "Warcries have an additional Life Cost equal to 15% of your Maximum Life"
* FEAT(mods): add handling for "Warcry Skills have X increased Area of
Effect"
* FEAT(mods): add handling for `Gain no armour from equipped body armour`
* FEAT(mods): port generalized "doubled" mod handling from POB2
https://github.com/PathOfBuildingCommunity/PathOfBuilding-PoE2/pull/1095
* Update spelling and ModCache
* FIX(mods): globalLimit style mods did not work sometimes
When a mod gots pice wise parsed the tags can be added to the mod table
in unpredictable order. The inital implementation was simply checking
the first tag which caused the global limit functionality to not work
sometimes. This commit moves the logic into EvalMod.
* FEAT(mods): add support for "you have no Str/Dex" mods
* FIX(spelling): un-rake-able
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Co-authored-by: Wires77 <Wires77@users.noreply.github.com>
* increase flexibility in parsing for ESIncBySpellBlock on 3.26 Vile Bastion
* Update wording to not need the optional bit
* Update tests
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Co-authored-by: Wires77 <Wires77@users.noreply.github.com>
* Refresh mod cache at current HEAD
* Add mod parsing and defence calc support for 3.26 Vile Bastion es inc by spell block
* Used mod source in defence calc to fix breakdown sourcing logic on hover
* Fix some whitespace errors
* align es inc by spellblock mod placement and wording to similar mods
* Improve EHP accuracy
* Hunting more corner cases
MoM with ES when there is ES bypass was not capping effective ES.
MoM with life loss prevention was not accounting for the multiplied life effectiveness when reducing pools.
Max hit smoothing (for conversion + armour) now uses pool reduction to effectively home in on a precise max hit.
* Hunting more corner cases
MoM with ES when there is ES bypass was not capping effective ES.
MoM with life loss prevention was not accounting for the multiplied life effectiveness when reducing pools.
Max hit smoothing (for conversion + armour) now uses pool reduction to effectively home in on a precise max hit.
Due to #8271 changing the default boss preset many tests that relied on
enemy stats broke. This pr fixes that by changing the boss configuration
back to "None" for affected tests.
Additionally this commit adds an extra test for scorching ray exposure
when using the automatic maximum sustainable stages mode.
* fix es bypass
* Revert to using the correct mods, but make them override mods
* Satisfy spellchecker
* Add tests
* Fix spelling
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Co-authored-by: Wires77 <Wires77@users.noreply.github.com>
* WIP skills export
* Export skills, fix dat file loading bug
* Add back IncrementalEffectiveness
* Don't export gems that don't have a manual GrantedEffect
* Manual fix for Frostbomb
* WIP skills export
* Export skills, fix dat file loading bug
* Add back IncrementalEffectiveness
* Don't export gems that don't have a manual GrantedEffect
* Manual fix for Frostbomb
* Fix Interpolation for DoTs
* Update all dex gems and remove old mods
Adds support for all the new stats on the base dex gems
Remove mods from gems that no longer exist on the base or Transfigured version of the gem
* 1/3rd of Int gems up to Frost Bomb
* Updating Strength skill gems for 3.23
Also removed a condition on Rage Vortex as now the quality can be pumped
up to arbitrarily high values
* Fix remaining intelligence gems
Fix remaining gems
Add support for tertiary durations for Wintertide Brand debuff
Re-organise gems into alphabetical order
* Fix up strength gems
* Update skills from items
* Fix spectres
* Dex Support gems
* Int Support gems
* Export str supports
* Remove redundant line
* Comment out Petrified Blood tests
Petrified Blood losing alt quality makes this test hard to understand.
Plan on revisiting this later to at least simply use the numbers in PoB
* Fix SRS
* New Ascendancy skills
* Adding support for Ravenous and Pacify
* Fix SRS
* Add support for Barkskin
* Move skills
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Co-authored-by: LocalIdentity <localidentity2@gmail.com>
* Fix/improve some EHP / max hit stuff:
* Fix petrified blood / progenesis calculations final v2.maybe
* Improve max hit calculations with damage conversion into different size pools
* Expand max hit breakdowns by including pools that were harmed in the making of a max hit
* Add some tests
and small changes to max hit tooltip
* Add flat taken damage to max hit calculations
and refactor some functions to a more sensible place
* Don't use LowPoolThreshold for petrified blood
* Remove usage of magic numbers for damage in max hit calculations
Max hit taken should not depend on enemy damage. This mostly affects how armour is involved in max hit calculations.
* Max hit adjustment with taken-as conversions
Apply some better approximation to taken-as max hit calculations
* Add some tests
* Bigger breakdown and more sprinkles of magic
Moved damage conversion into math part, which allows it to handle elemental taken as elemental better. Improved approximation a bit. If approximation was used, report some more details about it in the breakdown.
* One part of the max hit breakdown was using old value
So refurbished half of the breakdown to have a bit more relevant information.