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2 changes: 1 addition & 1 deletion src/Data/Skills/act_dex.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1608,7 +1608,7 @@ skills["BladeBlastAltY"] = {
castTime = 0.65,
statMap = {
["gain_%_of_base_dagger_damage_as_added_spell_damage"] = {
skill("gainPercentBaseDaggerDamage", nil),
skill("gainPercentBaseDaggerDamageToSpells", nil),
},
},
baseFlags = {
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2 changes: 1 addition & 1 deletion src/Data/Skills/act_int.lua
Original file line number Diff line number Diff line change
Expand Up @@ -16772,7 +16772,7 @@ skills["SupportSpellslinger"] = {
statDescriptionScope = "gem_stat_descriptions",
statMap = {
["gain_%_of_base_wand_damage_as_added_spell_damage"] = {
skill("gainPercentBaseWandDamage", nil),
skill("gainPercentBaseWandDamageToSpells", nil),
},
["support_spellslinger_damage_+%_final"] = {
mod("Damage", "MORE", nil, 0, bit.bor(KeywordFlag.Hit, KeywordFlag.Ailment)),
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2 changes: 1 addition & 1 deletion src/Export/Skills/act_dex.txt
Original file line number Diff line number Diff line change
Expand Up @@ -293,7 +293,7 @@ local skills, mod, flag, skill = ...
#flags spell area
statMap = {
["gain_%_of_base_dagger_damage_as_added_spell_damage"] = {
skill("gainPercentBaseDaggerDamage", nil),
skill("gainPercentBaseDaggerDamageToSpells", nil),
},
},
#mods
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2 changes: 1 addition & 1 deletion src/Export/Skills/act_int.txt
Original file line number Diff line number Diff line change
Expand Up @@ -3642,7 +3642,7 @@ local skills, mod, flag, skill = ...
#skill SupportSpellslinger
statMap = {
["gain_%_of_base_wand_damage_as_added_spell_damage"] = {
skill("gainPercentBaseWandDamage", nil),
skill("gainPercentBaseWandDamageToSpells", nil),
},
["support_spellslinger_damage_+%_final"] = {
mod("Damage", "MORE", nil, 0, bit.bor(KeywordFlag.Hit, KeywordFlag.Ailment)),
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32 changes: 16 additions & 16 deletions src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -843,41 +843,41 @@ function calcs.offence(env, actor, activeSkill)
end
end
end
if skillData.gainPercentBaseWandDamage then
local mult = skillData.gainPercentBaseWandDamage / 100
if skillData.gainPercentBaseWandDamageToSpells then
local mult = skillData.gainPercentBaseWandDamageToSpells / 100
if actor.weaponData1.type == "Wand" and actor.weaponData2.type == "Wand" then
for _, damageType in ipairs(dmgTypeList) do
skillModList:NewMod(damageType.."Min", "BASE", ((actor.weaponData1[damageType.."Min"] or 0) + (actor.weaponData2[damageType.."Min"] or 0)) / 2 * mult, "Spellslinger")
skillModList:NewMod(damageType.."Max", "BASE", ((actor.weaponData1[damageType.."Max"] or 0) + (actor.weaponData2[damageType.."Max"] or 0)) / 2 * mult, "Spellslinger")
skillModList:NewMod(damageType.."Min", "BASE", m_floor(((actor.weaponData1[damageType.."Min"] or 0) + (actor.weaponData2[damageType.."Min"] or 0)) / 2 * mult), "Spellslinger", ModFlag.Spell)
skillModList:NewMod(damageType.."Max", "BASE", m_floor(((actor.weaponData1[damageType.."Max"] or 0) + (actor.weaponData2[damageType.."Max"] or 0)) / 2 * mult), "Spellslinger", ModFlag.Spell)
end
elseif actor.weaponData1.type == "Wand" then
for _, damageType in ipairs(dmgTypeList) do
skillModList:NewMod(damageType.."Min", "BASE", (actor.weaponData1[damageType.."Min"] or 0) * mult, "Spellslinger")
skillModList:NewMod(damageType.."Max", "BASE", (actor.weaponData1[damageType.."Max"] or 0) * mult, "Spellslinger")
skillModList:NewMod(damageType.."Min", "BASE", m_floor((actor.weaponData1[damageType.."Min"] or 0) * mult), "Spellslinger", ModFlag.Spell)
skillModList:NewMod(damageType.."Max", "BASE", m_floor((actor.weaponData1[damageType.."Max"] or 0) * mult), "Spellslinger", ModFlag.Spell)
end
elseif actor.weaponData2.type == "Wand" then
for _, damageType in ipairs(dmgTypeList) do
skillModList:NewMod(damageType.."Min", "BASE", (actor.weaponData2[damageType.."Min"] or 0) * mult, "Spellslinger")
skillModList:NewMod(damageType.."Max", "BASE", (actor.weaponData2[damageType.."Max"] or 0) * mult, "Spellslinger")
skillModList:NewMod(damageType.."Min", "BASE", m_floor((actor.weaponData2[damageType.."Min"] or 0) * mult), "Spellslinger", ModFlag.Spell)
skillModList:NewMod(damageType.."Max", "BASE", m_floor((actor.weaponData2[damageType.."Max"] or 0) * mult), "Spellslinger", ModFlag.Spell)
end
end
end
if skillData.gainPercentBaseDaggerDamage then
local mult = skillData.gainPercentBaseDaggerDamage / 100
if skillData.gainPercentBaseDaggerDamageToSpells then
local mult = skillData.gainPercentBaseDaggerDamageToSpells / 100
if actor.weaponData1.type == "Dagger" and actor.weaponData2.type == "Dagger" then
for _, damageType in ipairs(dmgTypeList) do
skillModList:NewMod(damageType.."Min", "BASE", ((actor.weaponData1[damageType.."Min"] or 0) + (actor.weaponData2[damageType.."Min"] or 0)) / 2 * mult, "Blade Blast of Dagger Detonation")
skillModList:NewMod(damageType.."Max", "BASE", ((actor.weaponData1[damageType.."Max"] or 0) + (actor.weaponData2[damageType.."Max"] or 0)) / 2 * mult, "Blade Blast of Dagger Detonation")
skillModList:NewMod(damageType.."Min", "BASE", m_floor(((actor.weaponData1[damageType.."Min"] or 0) + (actor.weaponData2[damageType.."Min"] or 0)) / 2 * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
skillModList:NewMod(damageType.."Max", "BASE", m_floor(((actor.weaponData1[damageType.."Max"] or 0) + (actor.weaponData2[damageType.."Max"] or 0)) / 2 * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
end
elseif actor.weaponData1.type == "Dagger" then
for _, damageType in ipairs(dmgTypeList) do
skillModList:NewMod(damageType.."Min", "BASE", (actor.weaponData1[damageType.."Min"] or 0) * mult, "Blade Blast of Dagger Detonation")
skillModList:NewMod(damageType.."Max", "BASE", (actor.weaponData1[damageType.."Max"] or 0) * mult, "Blade Blast of Dagger Detonation")
skillModList:NewMod(damageType.."Min", "BASE", m_floor((actor.weaponData1[damageType.."Min"] or 0) * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
skillModList:NewMod(damageType.."Max", "BASE", m_floor((actor.weaponData1[damageType.."Max"] or 0) * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
end
elseif actor.weaponData2.type == "Dagger" then
for _, damageType in ipairs(dmgTypeList) do
skillModList:NewMod(damageType.."Min", "BASE", (actor.weaponData2[damageType.."Min"] or 0) * mult, "Blade Blast of Dagger Detonation")
skillModList:NewMod(damageType.."Max", "BASE", (actor.weaponData2[damageType.."Max"] or 0) * mult, "Blade Blast of Dagger Detonation")
skillModList:NewMod(damageType.."Min", "BASE", m_floor((actor.weaponData2[damageType.."Min"] or 0) * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
skillModList:NewMod(damageType.."Max", "BASE", m_floor((actor.weaponData2[damageType.."Max"] or 0) * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
end
end
end
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