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16 changes: 9 additions & 7 deletions src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -80,13 +80,13 @@ local function calcDamage(activeSkill, output, cfg, breakdown, damageType, typeF
end
local convMult = conversionTable[otherType][damageType]
if convMult > 0 then
local convPortion = conversionTable[otherType].conversion[damageType]
if convPortion > 0 and cfg.summonSkillName and cfg.summonSkillName == "Raise Spectre" and otherType == "Physical" and damageType ~= "Chaos" then
local physBonus = 1 + data.monsterPhysConversionMultiTable[activeSkill.actor.level] / 100
convMult = (convMult - convPortion) + convPortion * physBonus
end
-- Damage is being converted/gained from the other damage type
local min, max = calcDamage(activeSkill, output, cfg, breakdown, otherType, typeFlags, damageType)
if cfg.summonSkillName and cfg.summonSkillName == "Raise Spectre" then
if otherType == "Physical" then
convMult = convMult * (1 + data.monsterPhysConversionMultiTable[activeSkill.actor.level] / 100)
end
end
addMin = addMin + min * convMult
addMax = addMax + max * convMult
end
Expand Down Expand Up @@ -1832,8 +1832,10 @@ function calcs.offence(env, actor, activeSkill)
end
globalTotal = globalTotal * factor
end
local dmgTable = { }
for type, val in pairs(globalConv) do
local dmgTable = { conversion = { }, gain = { } }
for type in pairs(globalConv) do
dmgTable.conversion[type] = (globalConv[type] + skillConv[type]) / 100
dmgTable.gain[type] = add[type] / 100
dmgTable[type] = (globalConv[type] + skillConv[type] + add[type]) / 100
end
dmgTable.mult = 1 - m_min((globalTotal + skillTotal) / 100, 1)
Expand Down