Fix Lancing Steel hit rate calculations #6310
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Fixes #1736
Description of the problem being solved:
Lancing Steel was using a DPS multi for its 60% less damage with subsequent hits. This meant that it was treating the skill as if it was hitting 60% less often, rather than doing 60% less damage.
I've split the modifier into two. The DPS multiplier now scales with projectile count, while a less damage modifier is added which is 60% multiplied by the percentage of projectiles affected by the modifier (all except first)
Link to a build that showcases this PR:
https://pobb.in/mMOVEN0vLM9y
Difference is most notable in the max poison stacks, which should not be affected by less damage dealt, and in bleed calculations where it has a major impact.