From d2df6afc60261e0388513ff3711f25edab595c44 Mon Sep 17 00:00:00 2001 From: LocalIdentity <31035929+LocalIdentity@users.noreply.github.com> Date: Thu, 15 Aug 2024 04:11:25 +1000 Subject: [PATCH] Fix Exerted multipliers applying twice when Dual Wielding (#8174) The calculation is being run for each pass so it is applying the mods twice Co-authored-by: LocalIdentity --- src/Modules/CalcOffence.lua | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/Modules/CalcOffence.lua b/src/Modules/CalcOffence.lua index 32087b5ee5..4a75adc683 100644 --- a/src/Modules/CalcOffence.lua +++ b/src/Modules/CalcOffence.lua @@ -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") @@ -2602,6 +2602,7 @@ function calcs.offence(env, actor, activeSkill) s_format("= %.2f", globalOutput.ExertedAttackHitEffect), } end + globalOutput.ExertedAttackUptimeRatioCalculated = true end end end