diff --git a/src/Classes/ItemsTab.lua b/src/Classes/ItemsTab.lua index 1f7ec7e3c8..1d7afc32ba 100644 --- a/src/Classes/ItemsTab.lua +++ b/src/Classes/ItemsTab.lua @@ -3715,7 +3715,7 @@ function ItemsTabClass:AddItemTooltip(tooltip, item, slot, dbMode) if item.rarity == "MAGIC" then effectInc = effectInc + modDB:Sum("INC", { actor = "player" }, "MagicTinctureEffect") end - local effectMod = (1 + (tinctureData.effectInc + effectInc) / 100) * (1 + (item.quality or 0) / 100) + local effectMod = item.crafted and (1 + (tinctureData.effectInc + effectInc) / 100) * (1 + (item.quality or 0) / 100) or (1 + effectInc / 100) if effectMod ~= 1 then t_insert(stats, s_format("^8Tincture effect modifier: ^7%+d%%", effectMod * 100 - 100)) end diff --git a/src/Modules/CalcPerform.lua b/src/Modules/CalcPerform.lua index fb08e4d616..902ff17c81 100644 --- a/src/Modules/CalcPerform.lua +++ b/src/Modules/CalcPerform.lua @@ -1562,13 +1562,13 @@ function calcs.perform(env, skipEHP) local tinctureBuffsPerBase = {} local function calcTinctureMods(item, baseName, buffModList, modList) - local tinctureEffectInc = effectInc + item.tinctureData.effectInc + local tinctureEffectInc = effectInc + (item.crafted and item.tinctureData.effectInc or 0) if item.rarity == "MAGIC" then tinctureEffectInc = tinctureEffectInc + effectIncMagic end -- Compute tincture effect multiplier. -- Tincture effect multiplier is rounded to 2 decimal places before applying it. - local effectMod = math.floor((1 + (tinctureEffectInc) / 100) * (1 + (item.quality or 0) / 100) * 100) / 100 + local effectMod = math.floor((1 + (tinctureEffectInc) / 100) * (1 + (item.crafted and item.quality or 0) / 100) * 100) / 100 -- same deal as flasks, go look at the comment there if buffModList[1] then