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Description of the problem being solved:

Using any of the Spiritblade bases that convert Physical damage to a random elemental one was also applying the conversion to spells as we were not making the mod only apply to hits with the weapon

We previously only calculated conversion at the skill level with no handling for local weapon mods so we applied them globally with some hacky condition checks that still had issues
Now we use the cfg passes to build tables for each weapon hand and a global skill table

The random gain/convert mods require a cache of the processed mods so that a global skill mod doesn't end up in each cfg and counting 3 times.

Link to a build that showcases this PR:

https://maxroll.gg/poe/pob/y0d250ag

Before screenshot:

image

After screenshot:

image

LocalIdentity added 2 commits November 9, 2025 14:16
We previously only calculated conversion at the skill level with no handling for local weapon mods so we applied them globally with some hacky condition checks that still had issues
Now we use the cfg passes to build tables for each weapon hand and a global skill table

The random gain/convert mods require a cache of the processed mods so that a global skill mod doesn't end up in each cfg and counting 3 times.
@LocalIdentity LocalIdentity added the bug: behaviour Behavioral differences label Nov 9, 2025
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2 participants