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2 changes: 1 addition & 1 deletion src/Classes/PassiveTree.lua
Original file line number Diff line number Diff line change
Expand Up @@ -232,7 +232,7 @@ function PassiveTreeClass:PassiveTree(treeVersion)

if not self.assets then
self.assets = require("TreeData.3_19.Assets")
self.assets = self.assets.assets
self.assets = copyTable(self.assets.assets, true)
if self.alternate_ascendancies then
-- backgrounds
self.assets["ClassesPrimalist"] = {[0.3835]="https://web.poecdn.com/gen/image/WzIyLCJlMzIwYTYwYmNiZTY4ZmQ5YTc2NmE1ZmY4MzhjMDMyNCIseyJ0IjoyNywic3AiOjAuMzgzNX1d/3d68393250/ClassesPrimalist.png"}
Expand Down
10 changes: 5 additions & 5 deletions src/Modules/BuildDisplayStats.lua
Original file line number Diff line number Diff line change
Expand Up @@ -173,15 +173,15 @@ local displayStats = {
{ },
-- the breakdown for armour, es and ev doesn't have anything relevant, and
-- we are better off ignoring it and just showing relevant mods
{ stat = "EnergyShield", label = "Energy Shield", fmt = "d", compactValue = true, color = colorCodes.ES, compPercent = true, breakdown = "", modNames = { "EnergyShield", "Defences" } },
{ stat = "EnergyShield", label = "Energy Shield", fmt = "d", compactValue = true, color = colorCodes.ES, compPercent = true, modNames = { "EnergyShield", "Defences" } },
{ stat = "EnergyShieldRecoveryCap", label = "Recoverable ES", color = colorCodes.ES, fmt = "d", condFunc = function(v,o) return o.CappingES end },
{ stat = "Spec:EnergyShieldInc", label = "%Inc ES from Tree", color = colorCodes.ES, fmt = "d%%" },
{ stat = "EnergyShieldRegenRecovery", label = "ES Regen", color = colorCodes.ES, fmt = ".1f", condFunc = function(v,o) return o.EnergyShieldRecovery <= 0 and o.EnergyShieldRegenRecovery ~= 0 end },
{ stat = "EnergyShieldRegenRecovery", label = "ES Recovery", color = colorCodes.ES, fmt = ".1f", condFunc = function(v,o) return o.EnergyShieldRecovery > 0 and o.EnergyShieldRegenRecovery ~= 0 end },
{ stat = "EnergyShieldLeechGainRate", label = "ES Leech/On Hit Rate", color = colorCodes.ES, fmt = ".1f", compPercent = true },
{ stat = "EnergyShieldLeechGainPerHit", label = "ES Leech/Gain per Hit", color = colorCodes.ES, fmt = ".1f", compPercent = true },
{ },
{ stat = "Ward", label = "Ward", fmt = "d", compactValue = true, color = colorCodes.WARD, compPercent = true },
{ stat = "Ward", label = "Ward", fmt = "d", compactValue = true, color = colorCodes.WARD, compPercent = true, modNames = { "Ward" } },
{ },
{ stat = "Rage", label = "Rage", fmt = "d", color = colorCodes.RAGE, compPercent = true },
{ stat = "RageRegenRecovery", label = "Rage Regen", fmt = ".1f", color = colorCodes.RAGE, compPercent = true },
Expand All @@ -192,13 +192,13 @@ local displayStats = {
{ stat = "NetManaRegen", label = "Net Mana Recovery", fmt = "+.1f", color = colorCodes.MANA },
{ stat = "NetEnergyShieldRegen", label = "Net ES Recovery", fmt = "+.1f", color = colorCodes.ES },
{ },
{ stat = "Evasion", label = "Evasion rating", fmt = "d", color = colorCodes.EVASION, compPercent = true, breakdown = "", modNames = { "Evasion", "ArmourAndEvasion", "Defences" } },
{ stat = "Evasion", label = "Evasion rating", fmt = "d", color = colorCodes.EVASION, compPercent = true, modNames = { "Evasion", "ArmourAndEvasion", "Defences" } },
{ stat = "Spec:EvasionInc", label = "%Inc Evasion from Tree", color = colorCodes.EVASION, fmt = "d%%" },
{ stat = "MeleeEvadeChance", label = "Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.MeleeEvadeChance == o.ProjectileEvadeChance end },
{ stat = "MeleeEvadeChance", label = "Melee Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.MeleeEvadeChance ~= o.ProjectileEvadeChance end },
{ stat = "ProjectileEvadeChance", label = "Projectile Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.MeleeEvadeChance ~= o.ProjectileEvadeChance end },
{ },
{ stat = "Armour", label = "Armour", fmt = "d", compPercent = true, breakdown = "", modNames = { "Armour", "ArmourAndEvasion", "Defences" } },
{ stat = "Armour", label = "Armour", fmt = "d", compPercent = true, modNames = { "Armour", "ArmourAndEvasion", "Defences", "ArmourDefense" } },
{ stat = "Spec:ArmourInc", label = "%Inc Armour from Tree", fmt = "d%%" },
{ stat = "PhysicalDamageReduction", label = "Phys. Damage Reduction", fmt = "d%%", condFunc = function() return true end },
{ },
Expand Down Expand Up @@ -272,7 +272,7 @@ local minionDisplayStats = {
{ stat = "Life", label = "Total Life", fmt = ".1f", compactValue = true, color = colorCodes.LIFE, compPercent = true, modNames = { "Life" }, ignoredSections = { "Base from Gear", "Inc. from Tree" } },
{ stat = "LifeRegenRecovery", label = "Life Recovery", fmt = ".1f", color = colorCodes.LIFE },
{ stat = "LifeLeechGainRate", label = "Life Leech/On Hit Rate", fmt = ".1f", color = colorCodes.LIFE, compPercent = true },
{ stat = "EnergyShield", label = "Energy Shield", fmt = "d", compactValue = true, color = colorCodes.ES, compPercent = true },
{ stat = "EnergyShield", label = "Energy Shield", fmt = "d", compactValue = true, color = colorCodes.ES, compPercent = true, modNames = { "EnergyShield", "Defences" } },
{ stat = "EnergyShieldRegenRecovery", label = "ES Recovery", fmt = ".1f", color = colorCodes.ES },
{ stat = "EnergyShieldLeechGainRate", label = "ES Leech/On Hit Rate", fmt = ".1f", color = colorCodes.ES, compPercent = true },
}
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8 changes: 4 additions & 4 deletions src/Modules/CalcSections.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1575,7 +1575,7 @@ return {
} },
{ 1, "EnergyShield", 2, colorCodes.ES, {{ defaultCollapsed = false, label = "Energy Shield", data = {
extra = "{0:output:EnergyShield}",
{ label = "Base from Armours", { format = "{0:output:Gear:EnergyShield}", { breakdown = "EnergyShield", gearOnly = true }, }, },
{ label = "Base from Armours", { format = "{0:mod:1}", { modName = "EnergyShield", modType = "BASE", modSource = "Item" }, }, },
{ label = "Global Base", { format = "{0:mod:1}", { modName = "EnergyShield", modType = "BASE" }, }, },
{ label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = "EnergyShield", modType = "INC", modSource = "Tree" }, }, },
{ label = "Total Increased", { format = "{0:mod:1}%", { modName = { "EnergyShield", "Defences" }, modType = "INC" }, }, },
Expand Down Expand Up @@ -1637,7 +1637,7 @@ return {
} },
{ 1, "Ward", 2, colorCodes.WARD, {{ defaultCollapsed = false, label = "Ward", data = {
extra = "{0:output:Ward}",
{ label = "Base from Armours", { format = "{0:output:Gear:Ward}", { breakdown = "Ward", gearOnly = true }, }, },
{ label = "Base from Armours", { format = "{0:mod:1}", { modName = "Ward", modType = "BASE", modSource = "Item" }, }, },
{ label = "Global Base", { format = "{0:mod:1}", { modName = "Ward", modType = "BASE" }, }, },
{ label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = "Ward", modType = "INC", modSource = "Tree" }, }, },
{ label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Ward", "Defences" }, modType = "INC" }, }, },
Expand Down Expand Up @@ -1672,7 +1672,7 @@ return {
} },
{ 1, "Armour", 3, colorCodes.ARMOUR, {{ defaultCollapsed = false, label = "Armour", data = {
extra = "{0:output:Armour}",
{ label = "Base from Armours", { format = "{0:output:Gear:Armour}", { breakdown = "Armour", gearOnly = true }, }, },
{ label = "Base from Armours", { format = "{0:mod:1}", { modName = {"Armour", "ArmourAndEvasion"}, modType = "BASE", modSource = "Item" }, }, },
{ label = "Global Base", { format = "{0:mod:1}", { modName = { "Armour", "ArmourAndEvasion" }, modType = "BASE" }, }, },
{ label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = { "Armour", "ArmourAndEvasion" }, modType = "INC", modSource = "Tree", }, }, },
{ label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Armour", "ArmourAndEvasion", "Defences" }, modType = "INC" }, }, },
Expand Down Expand Up @@ -1703,7 +1703,7 @@ return {
} },
{ 1, "Evasion", 3, colorCodes.EVASION, {{ defaultCollapsed = false, label = "Evasion", data = {
extra = "{0:output:Evasion}",
{ label = "Base from Armours", { format = "{0:output:Gear:Evasion}", { breakdown = "Evasion", gearOnly = true }, }, },
{ label = "Base from Armours", { format = "{0:mod:1}", { modName = { "Evasion", "ArmourAndEvasion" }, modType = "BASE", modSource = "Item" }, }, },
{ label = "Global Base", { format = "{0:mod:1}", { modName = { "Evasion", "ArmourAndEvasion" }, modType = "BASE" }, }, },
{ label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = { "Evasion", "ArmourAndEvasion" }, modType = "INC", modSource = "Tree" }, }, },
{ label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Evasion", "ArmourAndEvasion", "Defences" }, modType = "INC" }, }, },
Expand Down
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