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Copy file name to clipboardExpand all lines: src/Data/ModCache.lua
+1-1Lines changed: 1 addition & 1 deletion
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@@ -2929,7 +2929,7 @@ c["Skills gain a Base Life Cost equal to 50% of Base Mana Cost"]={{[1]={flags=0,
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c["Skills gain a Base Life Cost equal to Base Mana Cost"]={{[1]={flags=0,keywordFlags=0,name="ManaCostAsLifeCost",type="BASE",value=100}},nil}
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c["Skills have +1 to Limit"]={{}," Limit "}
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c["Skills have -2 seconds to Cooldown"]={{}," seconds to Cooldown "}
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c["Skills have 33% chance to not consume a Cooldown when used"]={{}," to not consume a Cooldown when used "}
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c["Skills have 33% chance to not consume a Cooldown when used"]={{[1]={[1]={skillType=101,type="SkillType"},flags=0,keywordFlags=0,name="CooldownChanceNotConsume",type="BASE",value=0.33}},nil}
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c["Skills have a 125% longer Perfect Timing window"]={{[1]={flags=0,keywordFlags=0,name="PerfectTiming",type="INC",value=125}},nil}
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c["Skills have a 150% longer Perfect Timing window"]={{[1]={flags=0,keywordFlags=0,name="PerfectTiming",type="INC",value=150}},nil}
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c["Skills reserve 50% less Spirit"]={nil,"Skills reserve 50% less Spirit "}
-- If a skill can store extra uses and has a cooldown, it doesn't round the cooldown value to server ticks
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localrounded=false
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if (skillData.storedUsesandskillData.storedUses>1) or (skillData.VaalStoredUsesandskillData.VaalStoredUses>1) orskillModList:Sum("BASE", skillCfg, "AdditionalCooldownUses") >0then
t_insert(breakdown.EffectiveCooldown, s_format("* %.2f ^8(effect of %d%% chance to not consume cooldown)", effectiveCooldownMultiplier, noCooldownChance*100))
{ var="ailmentMode", type="list", label="Ailment calculation mode:", tooltip="Controls how the base damage for applying Ailments is calculated:\n\tAverage: damage is based on the average application, including both crits and non-crits\n\tCrits Only: damage is based solely on Ailments inflicted with crits", list= {{val="AVERAGE",label="Average"},{val="CRIT",label="Crits Only"}} },
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{ var="cooldownMode", type="list", label="Cooldown calculation mode:", tooltip="Controls how the cooldown for skills is calculated:\n\tBase: The cooldown is calculated with normal behavior.\n\tAverage: The cooldown is adjusted to reflect the average time between uses, factoring in effects such as a chance to not consume a cooldown.", list= {{val="BASE",label="Base"},{val="AVERAGE",label="Average"}} },
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{ var="physMode", type="list", label="Random element mode:", ifFlag="randomPhys", tooltip="Controls how modifiers which choose a random element will function.\n\tAverage: Modifiers will grant one third of their value to ^xB97123Fire^7, ^x3F6DB3Cold^7, and ^xADAA47Lightning ^7simultaneously\n\t^xB97123Fire ^7/ ^x3F6DB3Cold ^7/ ^xADAA47Lightning^7: Modifiers will grant their full value as the specified element\nIf a modifier chooses between just two elements, the full value can only be given as those two elements.", list= {{val="AVERAGE",label="Average"},{val="FIRE",label="^xB97123Fire"},{val="COLD",label="^x3F6DB3Cold"},{val="LIGHTNING",label="^xADAA47Lightning"}} },
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{ var="lifeRegenMode", type="list", label="^xE05030Life ^7regen calculation mode:", ifCond= { "LifeRegenBurstAvg", "LifeRegenBurstFull" }, tooltip="Controls how ^xE05030life ^7regeneration is calculated:\n\tMinimum: does not include burst regen\n\tAverage: includes burst regen, averaged based on uptime\n\tBurst: includes full burst regen", list= {{val="MIN",label="Minimum"},{val="AVERAGE",label="Average"},{val="FULL",label="Burst"}}, apply=function(val, modList, enemyModList)
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