@@ -1004,41 +1004,41 @@ function calcs.offence(env, actor, activeSkill)
10041004 end
10051005 end
10061006 end
1007- if skillData .gainPercentBaseWandDamage then
1008- local mult = skillData .gainPercentBaseWandDamage / 100
1007+ if skillData .gainPercentBaseWandDamageToSpells then
1008+ local mult = skillData .gainPercentBaseWandDamageToSpells / 100
10091009 if actor .weaponData1 .type == " Wand" and actor .weaponData2 .type == " Wand" then
10101010 for _ , damageType in ipairs (dmgTypeList ) do
1011- skillModList :NewMod (damageType .. " Min" , " BASE" , (( actor .weaponData1 [damageType .. " Min" ] or 0 ) + (actor .weaponData2 [damageType .. " Min" ] or 0 )) / 2 * mult , " Spellslinger" )
1012- skillModList :NewMod (damageType .. " Max" , " BASE" , (( actor .weaponData1 [damageType .. " Max" ] or 0 ) + (actor .weaponData2 [damageType .. " Max" ] or 0 )) / 2 * mult , " Spellslinger" )
1011+ skillModList :NewMod (damageType .. " Min" , " BASE" , m_floor ((( actor .weaponData1 [damageType .. " Min" ] or 0 ) + (actor .weaponData2 [damageType .. " Min" ] or 0 )) / 2 * mult ) , " Spellslinger" , ModFlag . Spell )
1012+ skillModList :NewMod (damageType .. " Max" , " BASE" , m_floor ((( actor .weaponData1 [damageType .. " Max" ] or 0 ) + (actor .weaponData2 [damageType .. " Max" ] or 0 )) / 2 * mult ) , " Spellslinger" , ModFlag . Spell )
10131013 end
10141014 elseif actor .weaponData1 .type == " Wand" then
10151015 for _ , damageType in ipairs (dmgTypeList ) do
1016- skillModList :NewMod (damageType .. " Min" , " BASE" , ( actor .weaponData1 [damageType .. " Min" ] or 0 ) * mult , " Spellslinger" )
1017- skillModList :NewMod (damageType .. " Max" , " BASE" , ( actor .weaponData1 [damageType .. " Max" ] or 0 ) * mult , " Spellslinger" )
1016+ skillModList :NewMod (damageType .. " Min" , " BASE" , m_floor (( actor .weaponData1 [damageType .. " Min" ] or 0 ) * mult ) , " Spellslinger" , ModFlag . Spell )
1017+ skillModList :NewMod (damageType .. " Max" , " BASE" , m_floor (( actor .weaponData1 [damageType .. " Max" ] or 0 ) * mult ) , " Spellslinger" , ModFlag . Spell )
10181018 end
10191019 elseif actor .weaponData2 .type == " Wand" then
10201020 for _ , damageType in ipairs (dmgTypeList ) do
1021- skillModList :NewMod (damageType .. " Min" , " BASE" , ( actor .weaponData2 [damageType .. " Min" ] or 0 ) * mult , " Spellslinger" )
1022- skillModList :NewMod (damageType .. " Max" , " BASE" , ( actor .weaponData2 [damageType .. " Max" ] or 0 ) * mult , " Spellslinger" )
1021+ skillModList :NewMod (damageType .. " Min" , " BASE" , m_floor (( actor .weaponData2 [damageType .. " Min" ] or 0 ) * mult ) , " Spellslinger" , ModFlag . Spell )
1022+ skillModList :NewMod (damageType .. " Max" , " BASE" , m_floor (( actor .weaponData2 [damageType .. " Max" ] or 0 ) * mult ) , " Spellslinger" , ModFlag . Spell )
10231023 end
10241024 end
10251025 end
1026- if skillData .gainPercentBaseDaggerDamage then
1027- local mult = skillData .gainPercentBaseDaggerDamage / 100
1026+ if skillData .gainPercentBaseDaggerDamageToSpells then
1027+ local mult = skillData .gainPercentBaseDaggerDamageToSpells / 100
10281028 if actor .weaponData1 .type == " Dagger" and actor .weaponData2 .type == " Dagger" then
10291029 for _ , damageType in ipairs (dmgTypeList ) do
1030- skillModList :NewMod (damageType .. " Min" , " BASE" , (( actor .weaponData1 [damageType .. " Min" ] or 0 ) + (actor .weaponData2 [damageType .. " Min" ] or 0 )) / 2 * mult , " Blade Blast of Dagger Detonation" )
1031- skillModList :NewMod (damageType .. " Max" , " BASE" , (( actor .weaponData1 [damageType .. " Max" ] or 0 ) + (actor .weaponData2 [damageType .. " Max" ] or 0 )) / 2 * mult , " Blade Blast of Dagger Detonation" )
1030+ 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 )
1031+ 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 )
10321032 end
10331033 elseif actor .weaponData1 .type == " Dagger" then
10341034 for _ , damageType in ipairs (dmgTypeList ) do
1035- skillModList :NewMod (damageType .. " Min" , " BASE" , ( actor .weaponData1 [damageType .. " Min" ] or 0 ) * mult , " Blade Blast of Dagger Detonation" )
1036- skillModList :NewMod (damageType .. " Max" , " BASE" , ( actor .weaponData1 [damageType .. " Max" ] or 0 ) * mult , " Blade Blast of Dagger Detonation" )
1035+ skillModList :NewMod (damageType .. " Min" , " BASE" , m_floor (( actor .weaponData1 [damageType .. " Min" ] or 0 ) * mult ) , " Blade Blast of Dagger Detonation" , ModFlag . Spell )
1036+ skillModList :NewMod (damageType .. " Max" , " BASE" , m_floor (( actor .weaponData1 [damageType .. " Max" ] or 0 ) * mult ) , " Blade Blast of Dagger Detonation" , ModFlag . Spell )
10371037 end
10381038 elseif actor .weaponData2 .type == " Dagger" then
10391039 for _ , damageType in ipairs (dmgTypeList ) do
1040- skillModList :NewMod (damageType .. " Min" , " BASE" , ( actor .weaponData2 [damageType .. " Min" ] or 0 ) * mult , " Blade Blast of Dagger Detonation" )
1041- skillModList :NewMod (damageType .. " Max" , " BASE" , ( actor .weaponData2 [damageType .. " Max" ] or 0 ) * mult , " Blade Blast of Dagger Detonation" )
1040+ skillModList :NewMod (damageType .. " Min" , " BASE" , m_floor (( actor .weaponData2 [damageType .. " Min" ] or 0 ) * mult ) , " Blade Blast of Dagger Detonation" , ModFlag . Spell )
1041+ skillModList :NewMod (damageType .. " Max" , " BASE" , m_floor (( actor .weaponData2 [damageType .. " Max" ] or 0 ) * mult ) , " Blade Blast of Dagger Detonation" , ModFlag . Spell )
10421042 end
10431043 end
10441044 end
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