From 15a8a38d385c81c77e6d52514564be7adc13bd68 Mon Sep 17 00:00:00 2001 From: LocalIdentity Date: Thu, 5 Mar 2026 05:36:59 +1100 Subject: [PATCH] Fix Enemy damage conversion mods scaling enemy damage When I added the fix for scaling enemy damage values by player and enemy conversion mods I forgot include the fix where only enemy skill damage conversion is affected by the phys conversion multiplier So mods like Shaper of Flames or Kaom's Binding were increasing the damage dealt by the enemy which was no longer the case in game --- src/Modules/CalcDefence.lua | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/Modules/CalcDefence.lua b/src/Modules/CalcDefence.lua index 7e27036962..de34350342 100644 --- a/src/Modules/CalcDefence.lua +++ b/src/Modules/CalcDefence.lua @@ -1719,10 +1719,11 @@ function calcs.buildDefenceEstimations(env, actor) -- Calculate the amount converted/gained as for _, damageTypeTo in ipairs(dmgTypeList) do local gainAsPercent = enemyDB:Sum("BASE", enemyCfg, (damageType.."DamageGainAs"..damageTypeTo)) / 100 - local conversionPercent = (conversions[damageTypeTo.."skill"] + conversions[damageTypeTo]) / 100 - if conversionPercent > 0 and damageType == "Physical" and damageTypeTo ~= "Chaos" then + local conversionPercent = conversions[damageTypeTo] / 100 + local skillConversionPercent = conversions[damageTypeTo.."skill"] / 100 + if skillConversionPercent > 0 and damageType == "Physical" and damageTypeTo ~= "Chaos" then local physBonus = 1 + data.monsterPhysConversionMultiTable[env.enemyLevel] / 100 - conversionPercent = conversionPercent * physBonus + conversionPercent = conversionPercent + skillConversionPercent * physBonus end if gainAsPercent > 0 or conversionPercent > 0 then enemyDamageConversion[damageTypeTo] = enemyDamageConversion[damageTypeTo] or { }