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Added Changes (#8330)
Calculations fixed, mod inc display edge case issue.
1 parent e20bb1b commit 239aeb2

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src/Data/Skills/act_str.lua

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@@ -5368,6 +5368,7 @@ skills["HeraldOfAsh"] = {
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},
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baseMods = {
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skill("radius", 10),
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flag("dotIsHeraldOfAsh"),
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},
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qualityStats = {
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Default = {

src/Export/Skills/act_str.txt

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@@ -960,6 +960,7 @@ local skills, mod, flag, skill = ...
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},
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},
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#baseMod skill("radius", 10)
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#baseMod flag("dotIsHeraldOfAsh")
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#mods
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#skill HeraldOfPurity

src/Modules/CalcOffence.lua

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@@ -5144,6 +5144,7 @@ function calcs.offence(env, actor, activeSkill)
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runSkillFunc("preDotFunc")
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---Section Handles Generic Damage over time [DOT]
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for _, damageType in ipairs(dmgTypeList) do
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local dotTypeCfg = copyTable(dotCfg, true)
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dotTypeCfg.keywordFlags = bor(dotTypeCfg.keywordFlags, KeywordFlag[damageType.."Dot"])
@@ -5157,6 +5158,7 @@ function calcs.offence(env, actor, activeSkill)
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if baseVal > 0 or (output[damageType.."Dot"] or 0) > 0 then
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skillFlags.dot = true
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local effMult = 1
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--Section handles Enemy Damage Taken based on Configs
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if env.mode_effective then
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local resist = 0
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local takenInc = enemyDB:Sum("INC", dotTakenCfg, "DamageTaken", "DamageTakenOverTime", damageType.."DamageTaken", damageType.."DamageTakenOverTime") + (isElemental[damageType] and enemyDB:Sum("INC", dotTakenCfg, "ElementalDamageTaken") or 0)
@@ -5173,7 +5175,11 @@ function calcs.offence(env, actor, activeSkill)
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breakdown[damageType.."DotEffMult"] = breakdown.effMult(damageType, resist, 0, takenInc, effMult, takenMore, sourceRes, true)
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end
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end
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--Variables below calculate DOT damage
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local inc = skillModList:Sum("INC", dotTypeCfg, "Damage", damageType.."Damage", isElemental[damageType] and "ElementalDamage" or nil)
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if skillModList:Flag(nil, "dotIsHeraldOfAsh") then
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inc = inc - skillModList:Sum("INC", skillCfg, "Damage", damageType.."Damage", isElemental[damageType] and "ElementalDamage" or nil)
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end
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local more = skillModList:More(dotTypeCfg, "Damage", damageType.."Damage", isElemental[damageType] and "ElementalDamage" or nil)
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local mult = skillModList:Override(dotTypeCfg, "DotMultiplier") or skillModList:Sum("BASE", dotTypeCfg, "DotMultiplier") + skillModList:Sum("BASE", dotTypeCfg, damageType.."DotMultiplier")
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local aura = activeSkill.skillTypes[SkillType.Aura] and not activeSkill.skillTypes[SkillType.RemoteMined] and calcLib.mod(skillModList, dotTypeCfg, "AuraEffect")
@@ -5190,6 +5196,7 @@ function calcs.offence(env, actor, activeSkill)
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end
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end
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end
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if skillModList:Flag(nil, "DotCanStack") then
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skillFlags.DotCanStack = true
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local speed = output.Speed

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