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Fix Blade Vortex gaining damage from Unleash (#6921)
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Co-authored-by: LocalIdentity <localidentity2@gmail.com>
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LocalIdentity and LocalIdentity authored Dec 5, 2023
1 parent 267a8a9 commit afdd7cc
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Showing 2 changed files with 5 additions and 2 deletions.
3 changes: 3 additions & 0 deletions src/Data/SkillStatMap.lua
Original file line number Diff line number Diff line change
Expand Up @@ -290,6 +290,9 @@ return {
skill("castTimeOverride", nil),
div = 1000,
},
["skill_cannot_gain_repeat_bonuses"] = {
flag("NoRepeatBonuses"),
},

--
-- Defensive modifiers
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4 changes: 2 additions & 2 deletions src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -807,7 +807,7 @@ function calcs.offence(env, actor, activeSkill)
end
end
end
if skillModList:Flag(nil, "HasSeals") and activeSkill.skillTypes[SkillType.CanRapidFire] then
if skillModList:Flag(nil, "HasSeals") and activeSkill.skillTypes[SkillType.CanRapidFire] and not skillModList:Flag(nil, "NoRepeatBonuses") then
-- Applies DPS multiplier based on seals count
output.SealCooldown = skillModList:Sum("BASE", skillCfg, "SealGainFrequency") / calcLib.mod(skillModList, skillCfg, "SealGainFrequency")
output.SealMax = skillModList:Sum("BASE", skillCfg, "SealCount")
Expand Down Expand Up @@ -3165,7 +3165,7 @@ function calcs.offence(env, actor, activeSkill)
end
output.AverageDamage = output.AverageHit * output.HitChance / 100
globalOutput.AverageBurstHits = output.AverageBurstHits or 1
local repeatPenalty = skillModList:Flag(nil, "HasSeals") and activeSkill.skillTypes[SkillType.CanRapidFire] and calcLib.mod(skillModList, skillCfg, "SealRepeatPenalty") or 1
local repeatPenalty = skillModList:Flag(nil, "HasSeals") and activeSkill.skillTypes[SkillType.CanRapidFire] and not skillModList:Flag(nil, "NoRepeatBonuses") and calcLib.mod(skillModList, skillCfg, "SealRepeatPenalty") or 1
globalOutput.AverageBurstDamage = output.AverageDamage + output.AverageDamage * (globalOutput.AverageBurstHits - 1) * repeatPenalty or 0
globalOutput.ShowBurst = globalOutput.AverageBurstHits > 1
output.TotalDPS = output.AverageDamage * (globalOutput.HitSpeed or globalOutput.Speed) * skillData.dpsMultiplier * quantityMultiplier
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