LocalIdentity/PathOfBuilding

Add support to inquisitor's consecrated ground nodes and the innate 100% crit chance.

gabrielsubzero asked for this feature 15 days ago — 5 comments

gabrielsubzero commented 15 days ago

So apparently there is a option to say that the enemy is on consecrated ground, but it doesn't do anything by default, even though enemies on it are supposed to give you 100% increased crit chance on them.

Also one mod in the inquisitor consecrated ground node (the ''consecrated ground you create applies 10% increased damage taken to enemies") doesn't seem to be supported.

| Quotae commented 13 days ago

Easy to add! Just replace the entire "Is enemy on Consecrated Ground?" config in ConfigOptions.lua with this(or just add the things I changed):

{ var = "conditionEnemyOnConsecratedGround", type = "check", label = "Is the enemy on consecrated ground?", tooltip = "In addition to allowing any relevant modifiers to apply,\nthis will cause your hits have 100% increased Critical Strike Chance on the enemy.", apply = function(val, modList, enemyModList) enemyModList:NewMod("Condition:OnConsecratedGround", "FLAG", true, "Config", { type = "Condition", var = "Effective" }) modList:NewMod("CritChance", "INC", 100, "Config", { type = "ActorCondition", actor = "enemy", var = "OnConsecratedGround" }) end },

This also has a tooltip and is of course properly labelled in the Calcs tab.

Adding it directly to the Config option seemed like the easiest way since the only thing PoB actually does for Consecrated Ground is add a Condition for it and say that anything with that Condition has 6% Life Regen, which is ignored for enemies anyway.

| Quotae commented 13 days ago

Oh woops, here's a version of that code that should be easier to digest, this site doesn't have many formatting options lol.

{ var = "conditionEnemyOnConsecratedGround", type = "check", label = "Is the enemy on consecrated ground?", tooltip = "In addition to allowing any relevant modifiers to apply,\nthis will cause your hits have 100% increased Critical Strike Chance on the enemy.", apply = function(val, modList, enemyModList)

enemyModList:NewMod("Condition:OnConsecratedGround", "FLAG", true, "Config", { type = "Condition", var = "Effective" })

modList:NewMod("CritChance", "INC", 100, "Config", { type = "ActorCondition", actor = "enemy", var = "OnConsecratedGround" }) end },

gabrielsubzero commented 12 days ago

Thank you so much!

gabrielsubzero commented 12 days ago

Hm, apparently the auto updated version of the fork doesn't have the config files out in the open. Well i'm sure it will be added eventually to the fork. Until then I can just add a mod to a flask that replaces it.

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