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8 changes: 4 additions & 4 deletions src/Data/Skills/minion.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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, },
},
},
}
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2 changes: 1 addition & 1 deletion src/Export/Scripts/skills.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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
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2 changes: 1 addition & 1 deletion src/Modules/CalcTools.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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))
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