Fix misc calculations based on spell suppression when evasion mastery is active #9405
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Fixes #9385 .
Description of the problem being solved:
Spell suppression is used for ailment avoidance calculation in
doActorMisc()whenSpellSuppressionAppliesToAilmentAvoidance. However, spell suppression from the evasion mastery+15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Ratingwas only calculated in a later step, at the beginning ofcalcs.defence(). This lead to incorrect results.To fix in the safest way possible, I moved the execution of as minimal code as possible as little as possible. I moved code from
calcs.defence()to a separate function that is called right before thedoActorMisc()step.If this is not the correct way to address this, let me know and I will change my implementation.
Steps taken to verify a working solution:
modDBis correct right before the ailment avoidance calculation step, while it wasn't before.Link to a build that showcases this PR:
https://pobb.in/mLdCGe4ojsq-
Before and after screenshots:
You can see that the ailments are wrongly applied before the change, but not applied after.