diff --git a/src/Data/Skills/minion.lua b/src/Data/Skills/minion.lua index 6ae4db6a21..f8c7940d30 100644 --- a/src/Data/Skills/minion.lua +++ b/src/Data/Skills/minion.lua @@ -335,10 +335,10 @@ skills["ArcSkeletonMageMinion"] = { "disable_visual_hit_effect", }, levels = { - [1] = { 1, 9, 2, statInterpolation = { 1, 1, 1, }, actorLevel = 1, }, - [2] = { 5, 103, 3, statInterpolation = { 1, 1, 1, }, actorLevel = 20, }, - [3] = { 21, 408, 4, statInterpolation = { 1, 1, 1, }, actorLevel = 40, }, - [4] = { 66, 1260, 5, statInterpolation = { 1, 1, 1, }, actorLevel = 60, }, + [1] = { 0.10000000149012, 1.8999999761581, 2, statInterpolation = { 3, 3, 1, }, actorLevel = 1, }, + [2] = { 0.10000000149012, 1.8999999761581, 3, statInterpolation = { 3, 3, 1, }, actorLevel = 20, }, + [3] = { 0.10000000149012, 1.8999999761581, 4, statInterpolation = { 3, 3, 1, }, actorLevel = 40, }, + [4] = { 0.10000000149012, 1.8999999761581, 5, statInterpolation = { 3, 3, 1, }, actorLevel = 60, }, }, }, } diff --git a/src/Export/Scripts/skills.lua b/src/Export/Scripts/skills.lua index d6e2bc19e7..d3c6a9a247 100644 --- a/src/Export/Scripts/skills.lua +++ b/src/Export/Scripts/skills.lua @@ -733,7 +733,7 @@ directiveTable.set = function(state, args, out) statMapOrderIndex = statMapOrderIndex + 1 end end - if resolveInterpolation and #statsPerLevel > 1 then -- Don't resolve values for minion skills as it will break them + if resolveInterpolation and #statsPerLevel > 5 then -- Don't resolve values for minion skills as it will break them table.insert(level, statRow.BaseResolvedValues[i]) if state.skill.setIndex ~= 1 then -- Modify the correct statInterpolation value in the current set by offsetting the value from the count in the base set diff --git a/src/Modules/CalcTools.lua b/src/Modules/CalcTools.lua index 61eb4edb61..2149c18d5f 100644 --- a/src/Modules/CalcTools.lua +++ b/src/Modules/CalcTools.lua @@ -148,7 +148,7 @@ function calcLib.buildSkillInstanceStats(skillInstance, grantedEffect, statSet) if statSetLevel.statInterpolation[index] == 3 then -- Effectiveness interpolation if not availableEffectiveness then - actorLevel = #statSet.levels == 1 and skillInstance.actorLevel or statSetLevel.actorLevel + actorLevel = #statSet.levels < 5 and skillInstance.actorLevel or statSetLevel.actorLevel availableEffectiveness = data.gameConstants["SkillDamageBaseEffectiveness"] * (statSet.baseEffectiveness or 1) * (1 + (statSet.incrementalEffectiveness or 0) * (actorLevel - 1))