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* Add prototype version of critforking
* Failsafe for 100% crit chance override
* Fix Crit effect calculation
The forked effective crit multi was using the preHitCheckCritChance value for some reason which was skewing the values from being correct
e.g. With 50% crit chance you have a 25% chance for your crit to hit to be a forking crit not 33.33% chance that it was calculating
* Fix Calcs when accuracy is below 100%
The game uses the effective crit chance when calculating the chance for lucky or forked crits so we need to incorporate the effect from accuracy earlier
* Add breakdown for forked crit chance
* Breakdown Formatting
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Co-authored-by: LocalIdentity <[email protected]>
Copy file name to clipboardExpand all lines: src/Data/ModCache.lua
+1-2Lines changed: 1 addition & 2 deletions
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@@ -3809,8 +3809,7 @@ c["Fire Exposure you inflict lowers Total Fire Resistance by an extra 5%"]={{[1]
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c["Fire Resistance is unaffected by Area Penalties"]={nil,"Fire Resistance is unaffected by Area Penalties "}
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c["Fire Resistance is unaffected by Area Penalties Lightning Resistance is unaffected by Area Penalties"]={nil,"Fire Resistance is unaffected by Area Penalties Lightning Resistance is unaffected by Area Penalties "}
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c["Flasks gain 0.17 charges per Second"]={{[1]={flags=0,keywordFlags=0,name="FlaskChargesGenerated",type="BASE",value=0.17}},nil}
c["Freeze as though dealing Cold damage equal to 10% of your maximum Mana when Hit"]={nil,"Freeze as though dealing Cold damage equal to 10% of your maximum Mana when Hit "}
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c["Frenzy or Power Charge"]={nil,"Frenzy or Power Charge "}
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c["Fully Armour Broken enemies you kill with Hits Shatter"]={nil,"Fully Armour Broken enemies you kill with Hits Shatter "}
@@ -3195,15 +3201,21 @@ function calcs.offence(env, actor, activeSkill)
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localoverCap=preCapCritChance-100
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t_insert(breakdown.CritChance, s_format("Crit is overcapped by %.2f%% (%d%% increased Critical Hit Chance)", overCap, overCap/more/ (baseCrit+base) *100))
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