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Take into account weapon conditions for shock (#4795)
* Take into account weapon conditions for shock * Properly show both weapon's mods Co-authored-by: Lilylicious <5985728+Lilylicious@users.noreply.github.com>
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src/Modules/CalcOffence.lua

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@@ -2909,7 +2909,7 @@ function calcs.offence(env, actor, activeSkill)
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local baseFromHit = sourceHitDmg * chanceFromHit / (chanceFromHit + chanceFromCrit)
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local baseFromCrit = sourceCritDmg * chanceFromCrit / (chanceFromHit + chanceFromCrit)
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local baseVal = baseFromHit + baseFromCrit
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local sourceMult = skillModList:More(nil, type.."AsThoughDealing")
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local sourceMult = skillModList:More(cfg, type.."AsThoughDealing")
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if breakdown and chance ~= 0 then
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local breakdownChance = breakdown[type.."Chance"] or { }
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breakdown[type.."Chance"] = breakdownChance

src/Modules/CalcSections.lua

Lines changed: 3 additions & 1 deletion
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@@ -1099,7 +1099,9 @@ return {
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{ breakdown = "MainHand.ShockDPS" },
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{ breakdown = "OffHand.ShockDPS" },
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{ breakdown = "ShockDPS" },
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{ label = "Player modifiers", modName = { "EnemyShockEffect", "ShockAsThoughDealing" }, cfg = "skill" },
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{ label = "Player modifiers", notFlag = "attack", modName = { "EnemyShockEffect", "ShockAsThoughDealing" }, cfg = "skill" },
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{ label = "Main hand modifiers", flag = "weapon1Attack", modName = { "EnemyShockEffect", "ShockAsThoughDealing" }, cfg = "weapon1" },
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{ label = "Off hand modifiers", flag = "weapon2Attack", modName = { "EnemyShockEffect", "ShockAsThoughDealing" }, cfg = "weapon2" },
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{ label = "Enemy modifiers", modName = "SelfShockEffect", enemy = true },
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}, },
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{ label = "Chance to Shock", bgCol = colorCodes.SHOCKBG, flag = "shock", { format = "{0:output:ShockChance}%",

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