From c635dfbb9976b06af91a9c8be8f7292e211763dd Mon Sep 17 00:00:00 2001 From: EtherealCarnivore <42915554+EtherealCarnivore@users.noreply.github.com> Date: Tue, 3 Mar 2026 00:30:17 +0200 Subject: [PATCH 1/2] Update Resonating Shrine to grant max charges instead of per-charge bonuses 3.28 changed Resonating Shrine from granting bonuses per charge type to granting +1 maximum power, frenzy and endurance charge. Charge generation on hit/kill is unchanged. --- src/Modules/CalcPerform.lua | 10 +++------- src/Modules/ConfigOptions.lua | 2 +- 2 files changed, 4 insertions(+), 8 deletions(-) diff --git a/src/Modules/CalcPerform.lua b/src/Modules/CalcPerform.lua index 05b2d161b5..110fec37f3 100644 --- a/src/Modules/CalcPerform.lua +++ b/src/Modules/CalcPerform.lua @@ -323,13 +323,9 @@ local function doActorAttribsConditions(env, actor) modDB:NewMod("ElementalResistMax", "BASE", m_floor(10 * shrineEffectMod), "Resistance Shrine") end if modDB:Flag(nil, "ResonatingShrine") then - modDB:NewMod("CritChance", "INC", m_floor(50 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "PowerCharge" }) - modDB:NewMod("Speed", "INC", m_floor(4 * shrineEffectMod), "Resonating Shrine", ModFlag.Attack, { type = "Multiplier", var = "FrenzyCharge" }) - modDB:NewMod("Speed", "INC", m_floor(4 * shrineEffectMod), "Resonating Shrine", ModFlag.Cast, { type = "Multiplier", var = "FrenzyCharge" }) - modDB:NewMod("Damage", "MORE", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "FrenzyCharge" }) - modDB:NewMod("PhysicalDamageReduction", "BASE", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "EnduranceCharge" }) - modDB:NewMod("ElementalDamageReduction", "BASE", m_floor(4 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", var = "EnduranceCharge" }) - modDB:NewMod("Damage", "INC", m_floor(5 * shrineEffectMod), "Resonating Shrine", { type = "Multiplier", varList = { "PowerCharge", "FrenzyCharge", "EnduranceCharge" }}) + modDB:NewMod("PowerChargesMax", "BASE", m_floor(1 * shrineEffectMod), "Resonating Shrine") + modDB:NewMod("FrenzyChargesMax", "BASE", m_floor(1 * shrineEffectMod), "Resonating Shrine") + modDB:NewMod("EnduranceChargesMax", "BASE", m_floor(1 * shrineEffectMod), "Resonating Shrine") end if modDB:Flag(nil, "LesserAccelerationShrine") and not modDB:Flag(nil, "AccelerationShrine") then modDB:NewMod("ActionSpeed", "INC", m_floor(10 * shrineEffectMod), "Lesser Acceleration Shrine") diff --git a/src/Modules/ConfigOptions.lua b/src/Modules/ConfigOptions.lua index feac95a2b0..5615b73f04 100644 --- a/src/Modules/ConfigOptions.lua +++ b/src/Modules/ConfigOptions.lua @@ -1601,7 +1601,7 @@ Huge sets the radius to 11. { var = "buffResistanceShrine", type = "check", label = "Have Resistance Shrine?", ifFlag = "Condition:CanHaveRegularShrines", tooltip = "This will enable the Resistance Shrine buff.\n\t+50% to all Elemental Resistances\n\t+10% to all maximum Resistances", apply = function(val, modList, enemyModList) modList:NewMod("Condition:ResistanceShrine", "FLAG", true, "Config", { type = "Condition", var = "Combat" }) end }, - { var = "buffResonatingShrine", type = "check", label = "Have Resonating Shrine?", ifFlag = "Condition:CanHaveRegularShrines", tooltip = "This will enable the Resonating Shrine buff.\n\t20% chance to gain a Power, Frenzy or Endurance Charge on Hit\n\t60% chance to gain a Power, Frenzy or Endurance Charge on Kill\n\t50% increased Critical Strike Chance per Power Charge\n\t4% increased Attack Speed per Frenzy Charge\n\t4% increased Cast Speed per Frenzy Charge\n\t4% more Damage per Frenzy Charge\n\t4% additional Physical Damage Reduction per Endurance Charge\n\t4% additional Elemental Damage Reduction per Endurance Charge\n\t5% increased Damage per Frenzy, Power or Endurance Charge", apply = function(val, modList, enemyModList) + { var = "buffResonatingShrine", type = "check", label = "Have Resonating Shrine?", ifFlag = "Condition:CanHaveRegularShrines", tooltip = "This will enable the Resonating Shrine buff.\n\t20% chance to gain a Power, Frenzy or Endurance Charge on Hit\n\t60% chance to gain a Power, Frenzy or Endurance Charge on Kill\n\t+1 to Maximum Power Charges\n\t+1 to Maximum Frenzy Charges\n\t+1 to Maximum Endurance Charges", apply = function(val, modList, enemyModList) modList:NewMod("Condition:ResonatingShrine", "FLAG", true, "Config", { type = "Condition", var = "Combat" }) end }, { var = "buffLesserAccelerationShrine", type = "check", label = "Have Lesser Acceleration Shrine?", ifFlag = "Condition:CanHaveLesserShrines", tooltip = "This will enable the Lesser Acceleration Shrine buff.\n\t10% increased Action Speed\n\t30% increased Projectile Speed", apply = function(val, modList, enemyModList) From 67c9a44963768b893f69fcf525bb060516c45a33 Mon Sep 17 00:00:00 2001 From: LocalIdentity Date: Fri, 6 Mar 2026 05:10:40 +1100 Subject: [PATCH 2/2] Replenishing Shrine --- src/Modules/CalcPerform.lua | 4 ++-- src/Modules/ConfigOptions.lua | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/src/Modules/CalcPerform.lua b/src/Modules/CalcPerform.lua index 110fec37f3..36ea6876c3 100644 --- a/src/Modules/CalcPerform.lua +++ b/src/Modules/CalcPerform.lua @@ -315,7 +315,7 @@ local function doActorAttribsConditions(env, actor) modDB:NewMod("AreaOfEffect", "INC", m_floor(40 * shrineEffectMod), "Massive Shrine") end if modDB:Flag(nil, "ReplenishingShrine") then - modDB:NewMod("ManaRegenPercent", "BASE", 10 * shrineEffectMod, "Replenishing Shrine") + modDB:NewMod("ManaRegen", "INC", 200 * shrineEffectMod, "Replenishing Shrine") modDB:NewMod("LifeRegenPercent", "BASE", 6.7 * shrineEffectMod, "Replenishing Shrine") end if modDB:Flag(nil, "ResistanceShrine") then @@ -346,7 +346,7 @@ local function doActorAttribsConditions(env, actor) modDB:NewMod("AreaOfEffect", "INC", m_floor(20 * shrineEffectMod), "Lesser Massive Shrine") end if modDB:Flag(nil, "LesserReplenishingShrine") then - modDB:NewMod("ManaRegenPercent", "BASE", 3.3 * shrineEffectMod, "Lesser Replenishing Shrine") + modDB:NewMod("ManaRegen", "INC", 100 * shrineEffectMod, "Lesser Replenishing Shrine") modDB:NewMod("LifeRegenPercent", "BASE", 3.3 * shrineEffectMod, "Lesser Replenishing Shrine") end if modDB:Flag(nil, "LesserResistanceShrine") then diff --git a/src/Modules/ConfigOptions.lua b/src/Modules/ConfigOptions.lua index 5615b73f04..f8a109d423 100644 --- a/src/Modules/ConfigOptions.lua +++ b/src/Modules/ConfigOptions.lua @@ -1595,7 +1595,7 @@ Huge sets the radius to 11. { var = "buffMassiveShrine", type = "check", label = "Have Massive Shrine?", ifFlag = "Condition:CanHaveRegularShrines", tooltip = "This will enable the Massive Shrine buff.\n\t30% increased Character Size\n\t40% increased Area of Effect\n\t40% increased maximum ^xE05030Life", apply = function(val, modList, enemyModList) modList:NewMod("Condition:MassiveShrine", "FLAG", true, "Config", { type = "Condition", var = "Combat" }) end }, - { var = "buffReplenishingShrine", type = "check", label = "Have Replenishing Shrine?", ifFlag = "Condition:CanHaveRegularShrines", tooltip = "This will enable the Replenishing Shrine buff.\n\t10% of ^x7070FFMana ^7Regenerated per second\n\t6.7% of ^xE05030Life ^7Regenerated per second", apply = function(val, modList, enemyModList) + { var = "buffReplenishingShrine", type = "check", label = "Have Replenishing Shrine?", ifFlag = "Condition:CanHaveRegularShrines", tooltip = "This will enable the Replenishing Shrine buff.\n\t200% increased ^x7070FFMana ^7Regeneration Rate\n\t6.7% of ^xE05030Life ^7Regenerated per second", apply = function(val, modList, enemyModList) modList:NewMod("Condition:ReplenishingShrine", "FLAG", true, "Config", { type = "Condition", var = "Combat" }) end }, { var = "buffResistanceShrine", type = "check", label = "Have Resistance Shrine?", ifFlag = "Condition:CanHaveRegularShrines", tooltip = "This will enable the Resistance Shrine buff.\n\t+50% to all Elemental Resistances\n\t+10% to all maximum Resistances", apply = function(val, modList, enemyModList) @@ -1616,7 +1616,7 @@ Huge sets the radius to 11. { var = "buffLesserMassiveShrine", type = "check", label = "Have Lesser Massive Shrine?", ifFlag = "Condition:CanHaveLesserShrines", tooltip = "This will enable the Lesser Massive Shrine buff.\n\t10% increased Character Size\n\t20% increased Area of Effect\n\t20% increased maximum ^xE05030Life", apply = function(val, modList, enemyModList) modList:NewMod("Condition:LesserMassiveShrine", "FLAG", true, "Config", { type = "Condition", var = "Combat" }) end }, - { var = "buffLesserReplenishingShrine", type = "check", label = "Have Lesser Replenishing Shrine?", ifFlag = "Condition:CanHaveLesserShrines", tooltip = "This will enable the Lesser Replenishing Shrine buff.\n\t3.3% of ^x7070FFMana ^7Regenerated per second\n\t3.3% of ^xE05030Life ^7Regenerated per second", apply = function(val, modList, enemyModList) + { var = "buffLesserReplenishingShrine", type = "check", label = "Have Lesser Replenishing Shrine?", ifFlag = "Condition:CanHaveLesserShrines", tooltip = "This will enable the Lesser Replenishing Shrine buff.\n\t100% increased ^x7070FFMana ^7Regeneration Rate\n\t3.3% of ^xE05030Life ^7Regenerated per second", apply = function(val, modList, enemyModList) modList:NewMod("Condition:LesserReplenishingShrine", "FLAG", true, "Config", { type = "Condition", var = "Combat" }) end }, { var = "buffLesserResistanceShrine", type = "check", label = "Have Lesser Resistance Shrine?", ifFlag = "Condition:CanHaveLesserShrines", tooltip = "This will enable the Lesser Resistance Shrine buff.\n\t+25% to all Elemental Resistances\n\t+2% to all maximum Resistances", apply = function(val, modList, enemyModList)