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Fix Exerted multipliers applying twice when Dual Wielding (#8174)
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The calculation is being run for each pass so it is applying the mods twice

Co-authored-by: LocalIdentity <[email protected]>
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LocalIdentity and LocalIdentity authored Aug 14, 2024
1 parent 5776a22 commit d2df6af
Showing 1 changed file with 2 additions and 1 deletion.
3 changes: 2 additions & 1 deletion src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2572,7 +2572,7 @@ function calcs.offence(env, actor, activeSkill)
end
t_insert(globalBreakdown.ExertedAttackUptimeRatio, s_format("= %d%%", globalOutput.ExertedAttackUptimeRatio))
end
if globalOutput.ExertedAttackUptimeRatio > 0 then
if globalOutput.ExertedAttackUptimeRatio > 0 and not globalOutput.ExertedAttackUptimeRatioCalculated then
local incExertedAttacks = skillModList:Sum("INC", cfg, "ExertIncrease")
local moreExertedAttacks = skillModList:Sum("MORE", cfg, "ExertIncrease")
local moreExertedAttackDamage = skillModList:Sum("MORE", cfg, "ExertAttackIncrease")
Expand Down Expand Up @@ -2602,6 +2602,7 @@ function calcs.offence(env, actor, activeSkill)
s_format("= %.2f", globalOutput.ExertedAttackHitEffect),
}
end
globalOutput.ExertedAttackUptimeRatioCalculated = true
end
end
end
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