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Use average elusive value by default instead of max one (#5564)
As there is no longer way to reset elusive then its very easy to get realistic elusive value on almost all builds (outside of some edge cases where you want to preload with elusive so the config option is still relevant). Signed-off-by: Tomas Slusny <slusnucky@gmail.com>
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+4
-3
lines changed

2 files changed

+4
-3
lines changed

src/Modules/CalcPerform.lua

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1008,12 +1008,13 @@ local function doActorMisc(env, actor)
10081008
inc = inc + modDB:Sum("INC", nil, "NightbladeSupportedElusiveEffect")
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end
10101010
inc = inc + maxSkillInc
1011-
output.ElusiveEffectMod = (1 + inc / 100) * modDB:More(nil, "ElusiveEffect", "BuffEffectOnSelf") * 100
1011+
local elusiveEffectMod = (1 + inc / 100) * modDB:More(nil, "ElusiveEffect", "BuffEffectOnSelf") * 100
1012+
output.ElusiveEffectMod = elusiveEffectMod / 2
10121013
-- if we want the max skill to not be noted as its own breakdown table entry, comment out below
10131014
modDB:NewMod("ElusiveEffect", "INC", maxSkillInc, "Max Skill Effect")
10141015
-- Override elusive effect if set.
10151016
if modDB:Override(nil, "ElusiveEffect") then
1016-
output.ElusiveEffectMod = m_min(modDB:Override(nil, "ElusiveEffect"), output.ElusiveEffectMod)
1017+
output.ElusiveEffectMod = m_min(modDB:Override(nil, "ElusiveEffect"), elusiveEffectMod)
10171018
end
10181019
local effect = output.ElusiveEffectMod / 100
10191020
condList["Elusive"] = true

src/Modules/ConfigOptions.lua

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -731,7 +731,7 @@ Huge sets the radius to 11.
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modList:NewMod("Condition:Elusive", "FLAG", true, "Config", { type = "Condition", var = "Combat" }, { type = "Condition", var = "CanBeElusive" })
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modList:NewMod("Elusive", "FLAG", true, "Config", { type = "Condition", var = "Combat" }, { type = "Condition", var = "CanBeElusive" })
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end },
734-
{ var = "overrideBuffElusive", type = "count", label = "Effect of Elusive (if not maximum):", ifOption = "buffElusive", tooltip = "If you have a guaranteed source of Elusive, the strongest one will apply. \nYou can change this to see decaying buff values", apply = function(val, modList, enemyModList)
734+
{ var = "overrideBuffElusive", type = "count", label = "Effect of Elusive (if not average):", ifOption = "buffElusive", tooltip = "If you have a guaranteed source of Elusive, the strongest one will apply. \nYou can change this to see various buff values", apply = function(val, modList, enemyModList)
735735
modList:NewMod("ElusiveEffect", "OVERRIDE", val, "Config", {type = "GlobalEffect", effectType = "Buff" })
736736
end },
737737
{ var = "buffDivinity", type = "check", label = "Do you have Divinity?", ifCond = "Divinity", tooltip = "This will enable the Divinity buff, which grants:\n\t50% more Elemental Damage\n\t20% less Elemental Damage taken", apply = function(val, modList, enemyModList)

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