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Copy pathTestSkills_spec.lua
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1168 lines (958 loc) · 43.4 KB
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describe("TestSkills", function()
before_each(function()
newBuild()
end)
teardown(function()
-- newBuild() takes care of resetting everything in setup()
end)
local function selectActiveSkillById(socketGroup, skillId)
local socketGroupIndex
for index, group in ipairs(build.skillsTab.socketGroupList) do
if group == socketGroup then
socketGroupIndex = index
break
end
end
for index, activeSkill in ipairs(socketGroup.displaySkillList) do
if activeSkill.activeEffect.grantedEffect.id == skillId then
build.mainSocketGroup = socketGroupIndex
build.calcsTab.input.skill_number = socketGroupIndex
socketGroup.mainActiveSkill = index
socketGroup.mainActiveSkillCalcs = index
build.buildFlag = true
runCallback("OnFrame")
return activeSkill
end
end
end
it("uses granted effect minion list when active skill minion list is missing", function()
local srcInstance = { statSet = { }, skillPart = { }, nameSpec = "Spectre: Test" }
local minionId = "RaisedSkeletonSniper"
local activeEffect = {
srcInstance = srcInstance,
grantedEffect = {
id = "TestSpectreSkill",
name = "Spectre: Test",
statSets = { { label = "Default" } },
minionList = { minionId },
},
statSet = { skillFlags = { } },
}
local activeSkill = {
activeEffect = activeEffect,
skillData = { },
-- activeSkill.minionList intentionally absent; this reproduces #1677.
}
build.skillsTab.socketGroupList[1] = {
displaySkillList = { activeSkill },
mainActiveSkill = 1,
}
build:RefreshSkillSelectControls(build.controls, 1, "")
assert.are.equals("Skeletal Sniper", build.controls.mainSkillMinion.list[1].label)
assert.are.equals(minionId, build.controls.mainSkillMinion.list[1].minionId)
end)
it("applies minion skill stat set selections to the selected minion skill only", function()
build.skillsTab:PasteSocketGroup("Skeletal Sniper 20/0 1")
runCallback("OnFrame")
local srcInstance = build.skillsTab.socketGroupList[1].gemList[1]
srcInstance.skillMinionSkill = 2
srcInstance.skillMinionSkillCalcs = 2
srcInstance.skillMinionSkillStatSetIndexLookup = { SummonSkeletalSnipersPlayer = { [2] = 3 } }
srcInstance.skillMinionSkillStatSetIndexLookupCalcs = { SummonSkeletalSnipersPlayer = { [2] = 3 } }
build.buildFlag = true
build.modFlag = true
assert.has_no.errors(function()
runCallback("OnFrame")
end)
local minionSkills = build.calcsTab.mainEnv.minion.activeSkillList
assert.are.equals("Basic Attack", minionSkills[1].activeEffect.statSet.statSet.label)
assert.are.equals("Explosion", minionSkills[2].activeEffect.statSet.statSet.label)
end)
it("Test blasphemy reserving Spirit", function()
build.skillsTab:PasteSocketGroup("Blasphemy 20/0 1\nDespair 20/0 1\n")
runCallback("OnFrame")
local oneCurseReservation = build.calcsTab.mainOutput.SpiritReservedPercent
assert.True(oneCurseReservation > 0)
newBuild()
build.skillsTab:PasteSocketGroup("Blasphemy 20/0 1\nDespair 20/0 1\nTemporal Chains 20/0 1\n")
runCallback("OnFrame")
assert.True(build.calcsTab.mainOutput.SpiritReservedPercent > oneCurseReservation)
end)
it("rounds Blasphemy curse magnitudes to the nearest integer", function()
build.configTab.input.customMods = "79% increased Curse Magnitudes"
build.configTab.input.enemyIsBoss = "None"
build.configTab:BuildModList()
build.skillsTab:PasteSocketGroup("Blasphemy 10/0 1\nDespair 12/0 1\n")
runCallback("OnFrame")
assert.are.equals(-42, build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "ChaosResist"))
end)
it("applies active skill reservation multiplier to linked buff spirit reservation", function()
build.skillsTab:PasteSocketGroup("Purity of Fire 20/0 1\nVitality II 1/0 1\n")
runCallback("OnFrame")
assert.are.equals(0, build.calcsTab.mainOutput.SpiritReserved)
end)
it("Keeps Virtuous armour scaling during Full DPS loop", function()
build.itemsTab:CreateDisplayItemFromRaw("New Item\nRazor Quarterstaff\nQuality: 0")
build.itemsTab:AddDisplayItem()
build.skillsTab:PasteSocketGroup("Virtuous Barrier 20/0 1")
build.skillsTab:PasteSocketGroup("Falling Thunder 20/0 1")
build.skillsTab:PasteSocketGroup("Quarterstaff Strike 20/0 1")
build.mainSocketGroup = 3
runCallback("OnFrame")
local calcs = LoadModule("Modules/Calcs")
local env, cachedPlayerDB, cachedEnemyDB, cachedMinionDB = calcs.initEnv(build, "CALCULATOR")
env.modDB:NewMod("Armour", "BASE", 1000, "Test Armour")
env.modDB:NewMod("Damage", "INC", 10, "Test Armour Damage", ModFlag.Attack, 0, { type = "PerStat", stat = "Armour", div = 1 })
calcs.perform(env)
local normalArmour = env.player.output.Armour
local normalDPS = env.player.output.TotalDPS
assert.are.equals(1200, normalArmour)
assert.is_true(normalDPS > 0)
env = calcs.initEnv(build, "CALCULATOR", {}, {
cachedPlayerDB = cachedPlayerDB,
cachedEnemyDB = cachedEnemyDB,
cachedMinionDB = cachedMinionDB,
env = env,
accelerate = {
nodeAlloc = true,
requirementsItems = true,
requirementsGems = true,
skills = true,
everything = true,
},
})
env.modDB:NewMod("Armour", "BASE", 1000, "Test Armour")
env.modDB:NewMod("Damage", "INC", 10, "Test Armour Damage", ModFlag.Attack, 0, { type = "PerStat", stat = "Armour", div = 1 })
calcs.perform(env)
assert.are.equals(normalArmour, env.player.output.Armour)
assert.are.near(normalDPS, env.player.output.TotalDPS, 0.001)
end)
it("Test cost efficiency modifiers", function()
-- Test Mana Cost Efficiency
build.skillsTab:PasteSocketGroup("Ball Lightning 1/0 1\n")
runCallback("OnFrame")
-- Get base mana cost (Ball Lightning level 1 has 9 mana cost)
local baseCost = build.calcsTab.mainOutput.ManaCost
assert.are.equals(9, baseCost)
-- Add 50% mana cost efficiency (should reduce cost to 9/1.5 = 6)
build.configTab.input.customMods = "50% increased Mana Cost Efficiency"
build.configTab:BuildModList()
runCallback("OnFrame")
local reducedCost = build.calcsTab.mainOutput.ManaCost
assert.are.equals(6, reducedCost)
-- Test generic cost efficiency (should also affect mana)
newBuild()
build.skillsTab:PasteSocketGroup("Ball Lightning 1/0 1\n")
build.configTab.input.customMods = "25% increased Cost Efficiency"
build.configTab:BuildModList()
runCallback("OnFrame")
local genericEfficiencyCost = build.calcsTab.mainOutput.ManaCost
-- Test actual behavior: 9/1.25 = 7.2 (not rounded)
assert.True(math.abs(genericEfficiencyCost - 7.2) < 0.001)
-- Test multiple efficiency sources stacking additively
build.configTab.input.customMods = "25% increased Cost Efficiency\n25% increased Mana Cost Efficiency"
build.configTab:BuildModList()
runCallback("OnFrame")
local stackedCost = build.calcsTab.mainOutput.ManaCost
assert.are.equals(6, stackedCost) -- 9/(1 + 0.25 + 0.25) = 9/1.5 = 6
end)
it("Test cost efficiency with cost modifiers", function()
-- Test interaction between cost efficiency and cost multipliers
build.skillsTab:PasteSocketGroup("Ball Lightning 1/0 1\n")
-- Add cost multiplier and efficiency
build.configTab.input.customMods = "50% increased Mana Cost\n50% increased Mana Cost Efficiency"
build.configTab:BuildModList()
runCallback("OnFrame")
local finalCost = build.calcsTab.mainOutput.ManaCost
assert.True(math.abs(finalCost - 8.67) < 0.1) -- floor(9 * 1.5) / 1.5
end)
it("Test socket group pasting with corruption levels and count", function()
build.skillsTab:PasteSocketGroup("Wave of Frost 20/0 3 C+1\n Culmination I 1/0 1")
assert.are.equals(3, build.skillsTab.socketGroupList[1].gemList[1].count)
runCallback("OnFrame")
assert.are.equals(3, build.skillsTab.socketGroupList[1].gemList[1].count)
assert.are.equals(true, build.skillsTab.socketGroupList[1].gemList[1].corrupted)
assert.are.equals(1, build.skillsTab.socketGroupList[1].gemList[1].corruptLevel)
newBuild()
-- Support gem first this time, with negative corruption value.
build.skillsTab:PasteSocketGroup("Culmination I 1/0 1\nWave of Frost 20/20 2 C-1")
assert.are.equals(2, build.skillsTab.socketGroupList[1].gemList[2].count)
runCallback("OnFrame")
assert.are.equals(2, build.skillsTab.socketGroupList[1].gemList[2].count)
assert.are.equals(true, build.skillsTab.socketGroupList[1].gemList[2].corrupted)
assert.are.equals(-1, build.skillsTab.socketGroupList[1].gemList[2].corruptLevel)
end)
it("Fractional skill count scales Full DPS", function()
build.skillsTab:PasteSocketGroup("Ball Lightning 20/0 1")
build.skillsTab.socketGroupList[1].includeInFullDPS = true
runCallback("OnFrame")
local fullDPS = build.calcsTab.mainOutput.FullDPS
assert.truthy(fullDPS)
assert.True(fullDPS > 0)
newBuild()
build.skillsTab:PasteSocketGroup("Ball Lightning 20/0 0.5")
build.skillsTab.socketGroupList[1].includeInFullDPS = true
runCallback("OnFrame")
assert.are.equals(0.5, build.skillsTab.socketGroupList[1].gemList[1].count)
assert.True(math.abs(build.calcsTab.mainOutput.FullDPS - fullDPS * 0.5) < fullDPS * 0.001)
end)
it("Test mana cost efficiency with support gems", function()
-- Test interaction between cost efficiency and cost multipliers
build.skillsTab:PasteSocketGroup("Contagion 6/0 1\nMagnified Area I 1/0 1")
-- Add efficiency
build.configTab.input.customMods = "36% increased Mana Cost Efficiency"
build.configTab:BuildModList()
runCallback("OnFrame")
local finalCost = build.calcsTab.mainOutput.ManaCost
assert.are.equals(16, round(finalCost))
end)
it("Consumed Charge Effect", function()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Warmonger Bow
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Spiral Volley 20/0 1")
runCallback("OnFrame")
build.configTab.input.useFrenzyCharges = true
build.configTab.input.overrideFrenzyCharges = 1
build.configTab:BuildModList()
runCallback("OnFrame")
local baseTotalDPS = build.calcsTab.mainOutput.TotalDPS
build.configTab.input.customMods = "Benefits from consuming Frenzy Charges for your Skills have 50% chance to be doubled"
build.configTab:BuildModList()
runCallback("OnFrame")
local thrillingChaseTotalDPS = build.calcsTab.mainOutput.TotalDPS
assert.True(baseTotalDPS < thrillingChaseTotalDPS)
assert.are.equals(50, build.calcsTab.mainEnv.modDB:Sum("BASE", nil, "Multiplier:ConsumedFrenzyChargeEffect"))
newBuild()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Warmonger Bow
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Spiral Volley 20/0 1\nHeightened Charges 1/0 1")
runCallback("OnFrame")
build.configTab.input.useFrenzyCharges = true
build.configTab.input.overrideFrenzyCharges = 1
build.configTab:BuildModList()
runCallback("OnFrame")
local heightenedChargesTotalDPS = build.calcsTab.mainOutput.TotalDPS
assert.True(baseTotalDPS < heightenedChargesTotalDPS)
assert.are.equals(20, build.calcsTab.calcsEnv.player.activeSkillList[1].skillModList:GetMultiplier("ConsumedFrenzyChargeEffect", build.calcsTab.calcsEnv.player.activeSkillList[1].skillCfg))
build.configTab.input.customMods = "Benefits from consuming Frenzy Charges for your Skills have 50% chance to be doubled"
build.configTab:BuildModList()
runCallback("OnFrame")
-- thrilling and heightened charges > thrilling
assert.True(thrillingChaseTotalDPS < build.calcsTab.mainOutput.TotalDPS)
assert.are.equals(70, build.calcsTab.calcsEnv.player.activeSkillList[1].skillModList:GetMultiplier("ConsumedFrenzyChargeEffect", build.calcsTab.calcsEnv.player.activeSkillList[1].skillCfg))
end)
it("Test 'every rage also grants you' for minion mods and minion apply to you mods", function()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Fanatic Greathammer
Quality: 0
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Unearth 20/0 1")
build.skillsTab:PasteSocketGroup("Leap Slam 20/0 1\nRage I 1/0 1")
runCallback("OnFrame")
local baseUnearthAttackSpeed = build.calcsTab.mainOutput.Minion.Speed
build.configTab.input.customMods = "Every Rage also grants you 1% increased Minion Attack Speed"
build.configTab.input.multiplierRage = 30
build.configTab:BuildModList()
runCallback("OnFrame")
assert.True(baseUnearthAttackSpeed < build.calcsTab.mainOutput.Minion.Speed)
newBuild()
build.itemsTab:CreateDisplayItemFromRaw([[
Rarity: UNIQUE
Chober Chaber
Leaden Greathammer
Variant: Pre 0.1.1
Variant: Current
Selected Variant: 2
Quality: 20
LevelReq: 33
Implicits: 0
+100 Intelligence Requirement
{variant:1}{range:0.5}(80-120)% increased Physical Damage
{variant:2}{range:0.5}Adds (58-65) to (102-110) Physical Damage
{range:0.5}+(80-100) to maximum Mana
{variant:2}+50 to Spirit
{variant:1}+5% to Critical Hit Chance
Increases and Reductions to Minion Damage also affect you
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Leap Slam 20/0 1\nRage I 1/0 1")
runCallback("OnFrame")
build.configTab.input.multiplierRage = 30
build.configTab:BuildModList()
runCallback("OnFrame")
local baseLeapSlamHit = build.calcsTab.mainOutput.AverageDamage
build.configTab.input.customMods = "Every Rage also grants you 1% increased Minion Damage"
build.configTab:BuildModList()
runCallback("OnFrame")
assert.True(baseLeapSlamHit < build.calcsTab.mainOutput.AverageDamage)
end)
it("applies generated minion offensive multiplier to attack damage", function()
build.skillsTab:PasteSocketGroup("Wolf Pack 20/0 1")
runCallback("OnFrame")
local minion = build.calcsTab.mainEnv.minion
local expectedPhysicalMax = floor(floor(build.calcsTab.mainEnv.data.monsterAllyDamageTable[minion.level]) * minion.minionData.damage * (1 + minion.minionData.damageSpread))
assert.are.equals(expectedPhysicalMax, minion.weaponData1.PhysicalMax)
assert.are.near(-30, minion.mainSkill.skillModList:Sum("MORE", minion.mainSkill.skillCfg, "AddedDamage"), 0.0001)
assert.are.equals(0, minion.mainSkill.skillModList:Sum("MORE", minion.mainSkill.skillCfg, "Damage"))
end)
it("does not apply minion offensive multiplier to spectre or companion added damage", function()
for _, skill in ipairs({ "Spectre: Lightless Abomination 20/0 1", "Companion: Lightless Abomination 20/0 1" }) do
newBuild()
build.skillsTab:PasteSocketGroup(skill)
runCallback("OnFrame")
local minion = build.calcsTab.mainEnv.minion
assert.are.equals(0, minion.mainSkill.skillModList:Sum("MORE", minion.mainSkill.skillCfg, "AddedDamage"))
end
end)
it("uses selected companion names in skill displays", function()
build.skillsTab:PasteSocketGroup("Companion: Lightless Abomination 20/0 1")
build.skillsTab:PasteSocketGroup("Companion: Lightless Moray 20/0 1")
build.skillsTab.socketGroupList[1].includeInFullDPS = true
build.skillsTab.socketGroupList[2].includeInFullDPS = true
runCallback("OnFrame")
local skillNames = { }
for _, skill in ipairs(build.calcsTab.mainOutput.SkillDPS) do
skillNames[skill.name] = true
end
assert.is_true(skillNames["Companion: Lightless Abomination"])
assert.is_true(skillNames["Companion: Lightless Moray"])
build:RefreshSkillSelectControls(build.controls, 1, "")
assert.are.equals("Companion: Lightless Abomination", build.controls.mainSkill.list[1].label)
build:RefreshSkillSelectControls(build.controls, 2, "")
assert.are.equals("Companion: Lightless Moray", build.controls.mainSkill.list[1].label)
end)
it("Inspiring Ally only mirrors companion damage, not generic minion damage", function()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Fanatic Greathammer
Quality: 0
]])
build.itemsTab:AddDisplayItem()
build.skillsTab:PasteSocketGroup("Leap Slam 20/0 1")
runCallback("OnFrame")
local baseLeapSlamHit = build.calcsTab.mainOutput.AverageDamage
build.configTab.input.customMods = "Increases and Reductions to Companion Damage also apply to you\nMinions deal 20% increased Damage"
build.configTab:BuildModList()
runCallback("OnFrame")
assert.are.equals(baseLeapSlamHit, build.calcsTab.mainOutput.AverageDamage)
build.configTab.input.customMods = "Increases and Reductions to Companion Damage also apply to you\nCompanions deal 12% increased Damage"
build.configTab:BuildModList()
runCallback("OnFrame")
assert.True(baseLeapSlamHit < build.calcsTab.mainOutput.AverageDamage)
end)
it("Test stacking persistent buff supports of same category", function()
build.skillsTab:PasteSocketGroup("Arctic Armour 20/0 1\nClarity I 1/0 1")
build.skillsTab:PasteSocketGroup("Time of Need 20/0 1\nClarity II 1/0 1")
runCallback("OnFrame")
assert.are.equals(build.calcsTab.calcsOutput.BuffList, "Clarity I, Clarity II")
newBuild()
build.skillsTab:PasteSocketGroup("Arctic Armour 20/0 1\nClarity I 1/0 1\nClarity II 1/0 1")
build.skillsTab:PasteSocketGroup("Time of Need 20/0 1\nClarity II 1/0 1")
runCallback("OnFrame")
assert.are.equals(build.calcsTab.calcsOutput.BuffList, "Clarity II")
newBuild()
build.skillsTab:PasteSocketGroup("Arctic Armour 20/0 1\nClarity II 1/0 1")
build.skillsTab:PasteSocketGroup("Time of Need 20/0 1\nClarity II 1/0 1")
runCallback("OnFrame")
assert.are.equals(build.calcsTab.calcsOutput.BuffList, "Clarity II")
end)
it("Test corrupted blood config", function()
build.skillsTab:PasteSocketGroup("Seismic Cry 20/0 1\nCorrupting Cry I 1/0 1")
runCallback("OnFrame")
selectActiveSkillById(build.skillsTab.socketGroupList[#build.skillsTab.socketGroupList], "TriggeredCorruptingCryPlayer")
local baseCorruptingCryDps = build.calcsTab.mainOutput.CorruptingBloodDPS -- placeholder/input is 10
build.configTab.input.conditionCorruptingCryStages = 5
build.configTab:BuildModList()
runCallback("OnFrame")
assert.True(baseCorruptingCryDps > build.calcsTab.mainOutput.CorruptingBloodDPS)
build.configTab.input.conditionCorruptingCryStages = 100 -- test limit
build.configTab:BuildModList()
runCallback("OnFrame")
assert.True(baseCorruptingCryDps == build.calcsTab.mainOutput.CorruptingBloodDPS)
end)
it("support-granted active skills inherit the linked active skill level", function()
local function getCorruptingCryDps(socketGroupText)
newBuild()
build.skillsTab:PasteSocketGroup(socketGroupText)
runCallback("OnFrame")
local activeSkill = selectActiveSkillById(build.skillsTab.socketGroupList[#build.skillsTab.socketGroupList], "TriggeredCorruptingCryPlayer")
assert.is_not_nil(activeSkill)
assert.are.equals(20, activeSkill.activeEffect.level)
assert.are.equals("TriggeredCorruptingCryPlayer", build.calcsTab.mainEnv.player.mainSkill.activeEffect.grantedEffect.id)
return build.calcsTab.mainOutput.CorruptingBloodDPS
end
local warcryFirstDps = getCorruptingCryDps("Seismic Cry 20/0 1\nCorrupting Cry I 1/0 1")
local supportFirstDps = getCorruptingCryDps("Corrupting Cry I 1/0 1\nSeismic Cry 20/0 1")
assert.is_not_nil(warcryFirstDps)
assert.are.equals(warcryFirstDps, supportFirstDps)
end)
it("Flame Breath attack speed scales DPS and is not capped by its channel cooldown", function()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Roaring Talisman
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Flame Breath 20/0 1")
runCallback("OnFrame")
local baseSpeed = build.calcsTab.mainOutput.Speed
local baseDPS = build.calcsTab.mainOutput.TotalDPS
assert.True(baseSpeed > 1)
assert.True(baseDPS > 0)
build.configTab.input.customMods = "100% increased attack speed"
build.configTab:BuildModList()
runCallback("OnFrame")
assert.True(build.calcsTab.mainOutput.Speed > baseSpeed * 1.9)
assert.True(build.calcsTab.mainOutput.TotalDPS > baseDPS * 1.9)
end)
it("Test Atziri's Allure - ignore curse limit", function()
build.skillsTab:PasteSocketGroup("Elemental Weakness 20/0 1\nAtziri's Allure 1/0 1")
build.skillsTab:PasteSocketGroup("Despair 20/0 1\n")
runCallback("OnFrame")
local curseList = build.calcsTab.calcsOutput.CurseList
assert.True(curseList:match("Despair") ~= nil and curseList:match("Elemental Weakness") ~= nil)
end)
-- skills that don't have a base CD and have more than one use need to use the added cooldown by whatever support allows the +1 limit to be supportable
it("Test Added Cooldown interaction with +1 Limit", function()
build.skillsTab:PasteSocketGroup("Thunderstorm 20/0 1\nHourglass 1/0 1\nOverabundance I 1/0 1\n")
runCallback("OnFrame")
assert.True(build.calcsTab.calcsOutput.Cooldown == 10)
end)
it("does not count item or tree granted active skills as gem groups", function()
local function fakeGem(name, grantedEffect, extra)
local gem = {
enabled = true,
gemData = {
name = name,
grantedEffect = grantedEffect or { },
},
}
for key, value in pairs(extra or { }) do
gem[key] = value
end
return gem
end
local skillsTab = {
socketGroupList = {
{ enabled = true, gemList = { fakeGem("Item Skill", { fromItem = true }) } },
{ enabled = true, gemList = { fakeGem("Tree Skill", { fromTree = true }) } },
{ enabled = true, gemList = { fakeGem("Stored Item Skill", nil, { fromItem = true }) } },
{ enabled = true, gemList = { fakeGem("Socketed Skill"), fakeGem("Item Support", { support = true, fromItem = true }) } },
},
}
build.skillsTab.UpdateGlobalGemCountAssignments(skillsTab)
assert.are.equals(1, GlobalGemAssignments["GemGroupCount"])
end)
it("Test hidden meta supports do not count as connected supports", function()
build.skillsTab:PasteSocketGroup("Cast on Critical 20/0 1\nArc 20/0 1\nUhtred's Omen 1/0 1\nRising Tempest 1/0 1")
runCallback("OnFrame")
local arcSkill = nil
for _, activeSkill in ipairs(build.calcsTab.calcsEnv.player.activeSkillList) do
if activeSkill.activeEffect.grantedEffect.name == "Arc" then
arcSkill = activeSkill
break
end
end
assert.is_not_nil(arcSkill)
assert.are.equals(2, arcSkill.skillModList:GetMultiplier("SupportCount", arcSkill.skillCfg))
assert.are.equals(2, arcSkill.skillModList:Sum("BASE", arcSkill.skillCfg, "GemSupportLevel"))
end)
it("Test Elemental Conflux element selection", function()
build.skillsTab:PasteSocketGroup("Arc 20/0 1")
build.skillsTab:PasteSocketGroup("Elemental Conflux 20/0 1")
build.configTab.input.elementalConfluxElement = 2 -- Lightning
build.configTab:BuildModList()
runCallback("OnFrame")
local lightningDPS = build.calcsTab.mainOutput.TotalDPS
-- Cold element should not boost a lightning skill
build.configTab.input.elementalConfluxElement = 3 -- Cold
build.configTab:BuildModList()
runCallback("OnFrame")
local coldSelectedDPS = build.calcsTab.mainOutput.TotalDPS
assert.True(lightningDPS > coldSelectedDPS)
-- Average should give an intermediate boost (1/3 per element)
build.configTab.input.elementalConfluxElement = 1 -- Average
build.configTab:BuildModList()
runCallback("OnFrame")
local avgDPS = build.calcsTab.mainOutput.TotalDPS
assert.True(avgDPS > coldSelectedDPS)
assert.True(avgDPS < lightningDPS)
end)
it("Test flicker strike scales with power charges", function()
build.skillsTab:PasteSocketGroup("Flicker Strike 20/0 1")
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Sinister Quarterstaff
Quality: 0
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
local avgNoCharges = build.calcsTab.mainOutput.AverageDamage
local avgBurstNoCharges = build.calcsTab.mainOutput.AverageBurstDamage
-- Burst isn't calculated with no charges
assert.truthy(avgNoCharges)
assert.True(avgBurstNoCharges == avgNoCharges)
build.configTab.input.usePowerCharges = true
build.configTab.input.overridePowerCharges = 2
build.configTab:BuildModList()
runCallback("OnFrame")
-- Burst should be higher due to having multiple strikes, while average
-- is only slightly higher due to power charges
local avgCharges = build.calcsTab.mainOutput.AverageDamage
local avgBurstCharges = build.calcsTab.mainOutput.AverageBurstDamage
assert.True(avgNoCharges == avgCharges)
assert.True(avgCharges < avgBurstCharges)
-- Strikes 2 times per charge
assert.True(avgNoCharges * 4 <= avgBurstCharges)
assert.True(avgBurstCharges <= avgNoCharges * 6)
-- One with the Storm strikes 2 additional times
build.configTab.input.customMods = "quarterstaff skills that consume power charges count as consuming an additional power charge"
build.configTab:BuildModList()
runCallback("OnFrame")
assert.True(avgNoCharges * 6 <= build.calcsTab.mainOutput.AverageBurstDamage)
end)
it("Test Barrage only repeats Barrageable skills", function()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Warmonger Bow
Quality: 0
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Spiral Volley 20/0 1")
runCallback("OnFrame")
local spiralVolleyDPS = build.calcsTab.mainOutput.TotalDPS
build.skillsTab:PasteSocketGroup("Barrage 20/0 1")
runCallback("OnFrame")
assert.are.equals(spiralVolleyDPS, build.calcsTab.mainOutput.TotalDPS)
newBuild()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Warmonger Bow
Quality: 0
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Ice Shot 20/0 1")
runCallback("OnFrame")
local iceShotDPS = build.calcsTab.mainOutput.TotalDPS
build.skillsTab:PasteSocketGroup("Barrage 20/0 1")
runCallback("OnFrame")
assert.True(build.calcsTab.mainOutput.TotalDPS > iceShotDPS)
end)
it("Test Unwilling Offering", function()
build.configTab.input.customMods = [[
Your Offerings affect you instead of your Minions
Offerings created by Culling Enemies have 1% increased Effect per Power of Culled Enemy
]]
build.configTab:BuildModList()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Fireball 20/0 1")
runCallback("OnFrame")
local baseFireball = build.calcsTab.mainOutput.TotalDPS
build.skillsTab:PasteSocketGroup("Pain Offering 20/0 1")
runCallback("OnFrame")
local fireBallPain = build.calcsTab.mainOutput.TotalDPS
assert.True(fireBallPain > baseFireball)
build.skillsTab:PasteSocketGroup("Soul Offering 20/0 1")
runCallback("OnFrame")
local fireBallPainSoul = build.calcsTab.mainOutput.TotalDPS
assert.True(fireBallPainSoul > fireBallPain)
assert.equals(build.calcsTab.calcsOutput.BuffList, "Pain Offering, Soul Offering")
build.configTab.input.unwillingOfferingPower = 20
build.configTab:BuildModList()
runCallback("OnFrame")
local incEffectOfferings = build.calcsTab.mainOutput.TotalDPS
assert.True(incEffectOfferings > fireBallPainSoul)
newBuild()
build.configTab.input.customMods = [[
Your Offerings affect you instead of your Minions
Offerings created by Culling Enemies have 1% increased Effect per Power of Culled Enemy
]]
build.configTab:BuildModList()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Raise Zombie 20/0 1")
build.skillsTab:PasteSocketGroup("Soul Offering 20/0 1")
runCallback("OnFrame")
assert.equals(build.calcsTab.calcsOutput.Minion.BuffList, "")
end)
it("Test Umbral Well", function()
build.configTab.input.customMods = [[
Skeletal Minions you would create instead grant you Umbral Souls for each Minion you would have created
]]
build.configTab:BuildModList()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Fireball 20/0 1")
runCallback("OnFrame")
local baseFireball = build.calcsTab.mainOutput.TotalDPS
build.skillsTab:PasteSocketGroup("Skeletal Storm Mage 20/0 1")
runCallback("OnFrame")
-- if one works they all do, surely
assert.True(build.calcsTab.mainOutput.TotalDPS > baseFireball)
end)
it("Test Minion Pact damage requires a minion in your presence", function()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Warmonger Bow
Quality: 0
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Lightning Arrow 1/0 1\nMinion Pact I 1/0 1")
runCallback("OnFrame")
local activeSkill = build.calcsTab.calcsEnv.player.activeSkillList[1]
assert.are.equals(0, activeSkill.skillModList:Sum("MORE", activeSkill.skillCfg, "Damage"))
local noMinionDps = build.calcsTab.calcsOutput.TotalDPS
build.configTab.input.multiplierMinionsInPresence = 1
build.configTab:BuildModList()
runCallback("OnFrame")
activeSkill = build.calcsTab.calcsEnv.player.activeSkillList[1]
assert.are.equals(30, activeSkill.skillModList:Sum("MORE", activeSkill.skillCfg, "Damage"))
assert.True(build.calcsTab.calcsOutput.TotalDPS > noMinionDps)
end)
it("Test conditional exposure supports make exposure configurable", function()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Razor Quarterstaff
Quality: 0
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Killing Palm 20/0 1\nLightning Attunement 1/0 1\nLightning Exposure 1/0 1")
runCallback("OnFrame")
assert.True(build.calcsTab.mainEnv.player.modDB:GetCondition("CanApplyLightningExposure"))
end)
it("Test exposure supports on other active skills make exposure configurable", function()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Razor Quarterstaff
Quality: 0
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
build.skillsTab:PasteSocketGroup("Spark 20/0 1")
build.skillsTab:PasteSocketGroup("Killing Palm 20/0 1\nLightning Attunement 1/0 1\nLightning Exposure 1/0 1")
runCallback("OnFrame")
assert.are.equals("Spark", build.calcsTab.mainEnv.player.mainSkill.activeEffect.grantedEffect.name)
assert.True(build.calcsTab.mainEnv.player.modDB:GetCondition("CanApplyLightningExposure"))
build.configTab.input.conditionEnemyLightningExposure = true
build.configTab:BuildModList()
runCallback("OnFrame")
assert.are.equals(20, build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "LightningExposure"))
end)
it("Test Potent Exposure only scales exposure from supported skills", function()
build.skillsTab:PasteSocketGroup("Fireball 20/0 1\nFire Exposure 1/0 1")
build.configTab.input.conditionEnemyFireExposure = true
build.configTab:BuildModList()
runCallback("OnFrame")
local fireResistWithoutPotentExposure = build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "FireResist")
newBuild()
build.skillsTab:PasteSocketGroup("Fireball 20/0 1\nFire Exposure 1/0 1")
build.skillsTab:PasteSocketGroup("Spark 20/0 1\nPotent Exposure 1/0 1")
build.configTab.input.conditionEnemyFireExposure = true
build.configTab:BuildModList()
runCallback("OnFrame")
assert.are.equals(fireResistWithoutPotentExposure, build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "FireResist"))
newBuild()
build.skillsTab:PasteSocketGroup("Fireball 20/0 1\nFire Exposure 1/0 1\nPotent Exposure 1/0 1")
build.configTab.input.conditionEnemyFireExposure = true
build.configTab:BuildModList()
runCallback("OnFrame")
assert.are.equals(20, build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "FireExposure"))
assert.True(build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "FireResist") < fireResistWithoutPotentExposure)
end)
it("averages inverted elemental resistance after penetration", function()
build.skillsTab:PasteSocketGroup("Fireball 20/0 1")
build.configTab.input.enemyIsBoss = "None"
build.configTab.input.enemyFireResist = 50
build.configTab.input.customMods = "Hits have 50% chance to treat Enemy Monster Elemental Resistance values as inverted\nDamage Penetrates 50% of Enemy Fire Resistance"
build.configTab:BuildModList()
runCallback("OnFrame")
assert.are.equals(1.25, build.calcsTab.calcsOutput.FireEffMult)
local breakdownText = table.concat(build.calcsTab.calcsEnv.player.breakdown.FireEffMult, "\n")
assert.truthy(breakdownText:match("inverted hit"))
assert.truthy(breakdownText:match("weighted average"))
end)
it("Test granted skills with exposure stats make exposure configurable", function()
build.skillsTab:PasteSocketGroup("Fireball 20/0 1")
local spec = build.spec
local brewConcoctionNode = spec.nodes[57141]
local shatteringConcoctionNode = spec.nodes[18940]
brewConcoctionNode.alloc = true
shatteringConcoctionNode.alloc = true
spec.allocNodes[brewConcoctionNode.id] = brewConcoctionNode
spec.allocNodes[shatteringConcoctionNode.id] = shatteringConcoctionNode
build.buildFlag = true
runCallback("OnFrame")
build.calcsTab.input.skill_number = 1
build.buildFlag = true
runCallback("OnFrame")
assert.are.equals("Fireball", build.calcsTab.mainEnv.player.mainSkill.activeEffect.grantedEffect.name)
assert.True(build.calcsTab.mainEnv.player.modDB:GetCondition("CanApplyFireExposure"))
assert.True(build.configTab.varControls.conditionEnemyFireExposure:shown())
end)
it("Test Refraction III exposure scales from player armour", function()
build.configTab.input.customMods = "+30000 to Armour"
build.configTab.input.bannerPlanted = true
build.configTab:BuildModList()
build.skillsTab:PasteSocketGroup("War Banner 20/0 1\nRefraction III 1/0 1")
runCallback("OnFrame")
assert.are.equals(30000, build.calcsTab.mainEnv.player.output.Armour)
assert.are.equals(60, build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "FireExposure"))
assert.are.equals(20, build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "FireResist"))
assert.True(build.calcsTab.mainEnv.enemyDB:Flag(nil, "Condition:HasExposure"))
end)
describe("Combo stacking", function()
local CHAKRA_MOD = "Skills deal 8% increased Damage per Combo consumed, up to 40%"
local function equipQuarterstaff()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Razor Quarterstaff
Quality: 0
]])
build.itemsTab:AddDisplayItem()
runCallback("OnFrame")
end
local function applyComboConfig(stacks, customMods)
build.configTab.input.multiplierCombo = stacks
build.configTab.input.customMods = customMods or ""
build.configTab:BuildModList()
runCallback("OnFrame")
build.calcsTab:BuildOutput()
runCallback("OnFrame")
end
local function findSkillIndex(skillName)
for index, skill in ipairs(build.calcsTab.mainEnv.player.activeSkillList) do
if skill.activeEffect.grantedEffect.name == skillName then
return index
end
end
error("Skill not found: " .. skillName)
end
local function getSkillIncDamage(skillIndex)
local skill = build.calcsTab.mainEnv.player.activeSkillList[skillIndex]
return skill.skillModList:Sum("INC", skill.skillCfg, "Damage")
end
local function getSkillMoreDamage(skillIndex)
local skill = build.calcsTab.mainEnv.player.activeSkillList[skillIndex]
return skill.skillModList:Sum("MORE", skill.skillCfg, "Damage")
end
local function getAverageHit()
return build.calcsTab.mainOutput.AverageHit or 0
end
it("does not apply damage per combo consumed to non-ComboStacking skills", function()
equipQuarterstaff()
build.skillsTab:PasteSocketGroup("Ball Lightning 20/0 1\n")
build.skillsTab:PasteSocketGroup("Tempest Bell 20/0 1\n")
runCallback("OnFrame")
applyComboConfig(10, "")
local ballIncBase = getSkillIncDamage(findSkillIndex("Ball Lightning"))
local tempestIncBase = getSkillIncDamage(findSkillIndex("Tempest Bell"))
applyComboConfig(10, CHAKRA_MOD)
local ballIncWith = getSkillIncDamage(findSkillIndex("Ball Lightning"))
local tempestIncWith = getSkillIncDamage(findSkillIndex("Tempest Bell"))
assert.are.equals(ballIncBase, ballIncWith)
assert.True(tempestIncWith > tempestIncBase)
end)
it("caps damage per combo consumed at the stated limit", function()
equipQuarterstaff()
build.skillsTab:PasteSocketGroup("Tempest Bell 20/0 1\n")
runCallback("OnFrame")
applyComboConfig(0, "")
local tempestIncBase = getSkillIncDamage(findSkillIndex("Tempest Bell"))
applyComboConfig(3, CHAKRA_MOD)
local incAt3 = getSkillIncDamage(findSkillIndex("Tempest Bell"))
applyComboConfig(5, CHAKRA_MOD)
local incAt5 = getSkillIncDamage(findSkillIndex("Tempest Bell"))
applyComboConfig(10, CHAKRA_MOD)
local incAt10 = getSkillIncDamage(findSkillIndex("Tempest Bell"))
assert.are.equals(24, incAt3 - tempestIncBase)
assert.are.equals(40, incAt5 - tempestIncBase)
assert.are.equals(40, incAt10 - tempestIncBase)
assert.are.equals(incAt5, incAt10)
end)
it("Culmination I caps combo damage at 10 stacks", function()
equipQuarterstaff()
build.skillsTab:PasteSocketGroup("Quarterstaff Strike 20/0 1\nCulmination I 20/0 1\n")
runCallback("OnFrame")
applyComboConfig(10)
local moreAt10 = getSkillMoreDamage(findSkillIndex("Quarterstaff Strike"))
local hitAt10 = getAverageHit()
applyComboConfig(50)
local moreAt50 = getSkillMoreDamage(findSkillIndex("Quarterstaff Strike"))
local hitAt50 = getAverageHit()
assert.are.equals(30, moreAt10)
assert.are.equals(moreAt10, moreAt50)
assert.are.equals(hitAt10, hitAt50)
end)
it("Culmination II caps combo damage at 20 stacks", function()
equipQuarterstaff()
build.skillsTab:PasteSocketGroup("Quarterstaff Strike 20/0 1\nCulmination II 20/0 1\n")
runCallback("OnFrame")
applyComboConfig(20)
local moreAt20 = getSkillMoreDamage(findSkillIndex("Quarterstaff Strike"))
local hitAt20 = getAverageHit()
applyComboConfig(50)
local moreAt50 = getSkillMoreDamage(findSkillIndex("Quarterstaff Strike"))
local hitAt50 = getAverageHit()
assert.are.equals(40, moreAt20)
assert.are.equals(moreAt20, moreAt50)
assert.are.equals(hitAt20, hitAt50)
end)