From 46e49fe222a6222650fc78a88be546ef519d2ba5 Mon Sep 17 00:00:00 2001 From: Paliak <91493239+Paliak@users.noreply.github.com> Date: Fri, 16 Aug 2024 01:38:53 +0200 Subject: [PATCH] FEAT: improve breakdown for snipe's damage mods --- src/Modules/CalcTriggers.lua | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/src/Modules/CalcTriggers.lua b/src/Modules/CalcTriggers.lua index 10e4618ec7..508d1010ce 100644 --- a/src/Modules/CalcTriggers.lua +++ b/src/Modules/CalcTriggers.lua @@ -1316,8 +1316,9 @@ local configTable = { if #triggeredSkills < 1 then -- Snipe is being used as a standalone skill if snipeStages then - env.player.mainSkill.skillModList:NewMod("Damage", "MORE", snipeHitMulti * snipeStages, "Snipe", ModFlag.Hit, 0) - env.player.mainSkill.skillModList:NewMod("Damage", "MORE", snipeAilmentMulti * snipeStages, "Snipe", ModFlag.Ailment, 0) + env.player.mainSkill.skillModList:NewMod("Multiplier:SnipeStages", "BASE", snipeStages, "Snipe") + env.player.mainSkill.skillModList:NewMod("Damage", "MORE", snipeHitMulti, "Snipe", ModFlag.Hit, 0, { type = "Multiplier", var = "SnipeStages" }) + env.player.mainSkill.skillModList:NewMod("Damage", "MORE", snipeAilmentMulti, "Snipe", ModFlag.Ailment, 0, { type = "Multiplier", var = "SnipeStages" }) end else -- Snipe is being used as a trigger source, it triggers other skills but does no damage it self @@ -1340,8 +1341,9 @@ local configTable = { if currentSkillSnipeIndex and currentSkillSnipeIndex <= snipeStages then local source local trigRate - env.player.mainSkill.skillModList:NewMod("Damage", "MORE", snipeHitMulti * snipeStages , "Snipe", ModFlag.Hit, 0) - env.player.mainSkill.skillModList:NewMod("Damage", "MORE", snipeAilmentMulti * snipeStages , "Snipe", ModFlag.Ailment, 0) + env.player.mainSkill.skillModList:NewMod("Multiplier:SnipeStages", "BASE", snipeStages, "Snipe") + env.player.mainSkill.skillModList:NewMod("Damage", "MORE", snipeAilmentMulti, "Snipe", ModFlag.Ailment, 0, { type = "Multiplier", var = "SnipeStages" }) + env.player.mainSkill.skillModList:NewMod("Damage", "MORE", snipeHitMulti, "Snipe", ModFlag.Hit, 0, { type = "Multiplier", var = "SnipeStages" }) for _, skill in ipairs(env.player.activeSkillList) do if skill.activeEffect.grantedEffect.name == "Snipe" and skill.socketGroup and skill.socketGroup.slot == env.player.mainSkill.socketGroup.slot then skill.skillData.hitTimeMultiplier = snipeStages - 0.5