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Add max calculcated fuses for Explosive Arrow to calcs (#5209)
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Co-authored-by: LocalIdentity <[email protected]>
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dbronkalla06 and LocalIdentity authored Dec 8, 2022
1 parent 6a72a5b commit 707a490
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Showing 2 changed files with 5 additions and 0 deletions.
4 changes: 4 additions & 0 deletions src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1716,6 +1716,7 @@ function calcs.offence(env, actor, activeSkill)
globalOutput.TheoreticalMaxOffensiveWarcryEffect = 1
globalOutput.RallyingHitEffect = 1
globalOutput.AilmentWarcryEffect = 1
globalOutput.MaxExplosiveArrowFuseCalculated = 1

if env.mode_buffs then
-- Iterative over all the active skills to account for exerted attacks provided by warcries
Expand Down Expand Up @@ -2052,6 +2053,9 @@ function calcs.offence(env, actor, activeSkill)
local maximum = m_min(hitRate * duration, skillMax)
skillModList:NewMod("Multiplier:ExplosiveArrowStage", "BASE", maximum, "Base")
skillModList:NewMod("Multiplier:ExplosiveArrowStageAfterFirst", "BASE", maximum - 1, "Base")
globalOutput.MaxExplosiveArrowFuseCalculated = maximum
else
globalOutput.MaxExplosiveArrowFuseCalculated = nil
end

-- Calculate crit chance, crit multiplier, and their combined effect
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1 change: 1 addition & 0 deletions src/Modules/CalcSections.lua
Original file line number Diff line number Diff line change
Expand Up @@ -651,6 +651,7 @@ return {
{ breakdown = "BrandAttachmentRange" },
{ modName = "BrandAttachmentRange", cfg = "skill"},
}, },
{ label = "Max Sust. Fuses", haveOutput = "MaxExplosiveArrowFuseCalculated", { format = "{0:output:MaxExplosiveArrowFuseCalculated} Fuses", }, },
{ label = "Overlap Chance", haveOutput = "OverlapChance", { format = "{2:output:OverlapChance}%", { breakdown = "OverlapChance" }, }, },
{ label = "Trap Cooldown", haveOutput = "TrapCooldown", { format = "{3:output:TrapCooldown}s",
{ breakdown = "TrapCooldown" },
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