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Add support for Actum crit modifier #2326

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Mar 18, 2021
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14 changes: 10 additions & 4 deletions Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1657,14 +1657,20 @@ function calcs.offence(env, actor, activeSkill)
output.BonusCritDotMultiplier = 0
output.CritEffect = 1
else
local baseCrit = source.CritChance or 0
local critOverride = skillModList:Override(cfg, "CritChance")
local baseCrit = critOverride or source.CritChance or 0
if baseCrit == 100 then
output.PreEffectiveCritChance = 100
output.CritChance = 100
else
local base = skillModList:Sum("BASE", cfg, "CritChance") + (env.mode_effective and enemyDB:Sum("BASE", nil, "SelfCritChance") or 0)
local inc = skillModList:Sum("INC", cfg, "CritChance") + (env.mode_effective and enemyDB:Sum("INC", nil, "SelfCritChance") or 0)
local more = skillModList:More(cfg, "CritChance")
local base = 0
local inc = 0
local more = 1
if not critOverride then
base = skillModList:Sum("BASE", cfg, "CritChance") + (env.mode_effective and enemyDB:Sum("BASE", nil, "SelfCritChance") or 0)
inc = skillModList:Sum("INC", cfg, "CritChance") + (env.mode_effective and enemyDB:Sum("INC", nil, "SelfCritChance") or 0)
more = skillModList:More(cfg, "CritChance")
end
output.CritChance = (baseCrit + base) * (1 + inc / 100) * more
local preCapCritChance = output.CritChance
output.CritChance = m_min(output.CritChance, 100)
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1 change: 1 addition & 0 deletions Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2559,6 +2559,7 @@ local specialModList = {
},
["your critical strike multiplier is (%d+)%%"] = function(num) return { mod("CritMultiplier", "OVERRIDE", num) } end,
["base critical strike chance for attacks with weapons is ([%d%.]+)%%"] = function(num) return { mod("WeaponBaseCritChance", "OVERRIDE", num) } end,
["critical strike chance is (%d+)%% for hits with this weapon"] = function(num) return { mod("CritChance", "OVERRIDE", num, nil, ModFlag.Hit, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }) } end,
["allocates (.+)"] = function(_, passive) return { mod("GrantedPassive", "LIST", passive) } end,
["battlemage"] = { flag("WeaponDamageAppliesToSpells"), mod("ImprovedWeaponDamageAppliesToSpells", "INC", 100) },
["transfiguration of body"] = { flag("TransfigurationOfBody") },
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