From 47c396954a9d80aed0788cca12892b9df50ec8a5 Mon Sep 17 00:00:00 2001 From: LocalIdentity Date: Tue, 18 Aug 2026 16:15:11 +1000 Subject: [PATCH] Fix Sirus Meteor not having Chaos Damage In my PR ages ago to apply the conversion multiplier to enemy skills, I accidentally made chaos conversion not work on enemy skills instead of just not applying the damage bonus to it --- src/Modules/CalcDefence.lua | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/src/Modules/CalcDefence.lua b/src/Modules/CalcDefence.lua index 036d8e5c05..ab1d39aa44 100644 --- a/src/Modules/CalcDefence.lua +++ b/src/Modules/CalcDefence.lua @@ -1750,9 +1750,12 @@ function calcs.buildDefenceEstimations(env, actor) local gainAsPercent = enemyDB:Sum("BASE", enemyCfg, (damageType.."DamageGainAs"..damageTypeTo)) / 100 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 + skillConversionPercent * physBonus + if skillConversionPercent > 0 then + if damageType == "Physical" and damageTypeTo ~= "Chaos" then + local physBonus = 1 + data.monsterPhysConversionMultiTable[env.enemyLevel] / 100 + skillConversionPercent = skillConversionPercent * physBonus + end + conversionPercent = conversionPercent + skillConversionPercent end if gainAsPercent > 0 or conversionPercent > 0 then enemyDamageConversion[damageTypeTo] = enemyDamageConversion[damageTypeTo] or { }