Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Rogue] Some small fixes after Beta testing, + Fix for DB Generator #42

Merged
merged 14 commits into from
Apr 11, 2024

Conversation

TheBackstabi
Copy link
Contributor

Makes some abilities function closer to their implementation on Beta, and adds a nil check to Assassin's Resolve to fix DB generation.

Comment on lines +29 to +41
if !isApplied {
comRogue.Eviscerate.DamageMultiplier *= multiplier
comRogue.Envenom.DamageMultiplier *= multiplier
comRogue.Rupture.DamageMultiplier *= multiplier
isApplied = true
}
},
OnExpire: func(aura *core.Aura, sim *core.Simulation) {
comRogue.Eviscerate.DamageMultiplier /= multiplier
comRogue.Envenom.DamageMultiplier /= multiplier
comRogue.Rupture.DamageMultiplier /= multiplier
isApplied = false
aura.Deactivate(sim)
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Revealing Strike is applied to each target as a debuff right? This implementation flat buffs the rogue's next strike regardless of target. I think the right way to do this would be to register a debuff on the target, then in the various finisher calculations, check if the buff is active and apply the multiplier

@rosenrusinov rosenrusinov merged commit 826960e into wowsims:master Apr 11, 2024
1 check passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants