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Fix Tinctures applying their effects even when you have no Mana
Tinctures need stacks of mana burn in order to keep their effect active If you are using a build with Blood Magic or have 100% Mana reserved then you cannot have any Tincture effects active unless you have Weeping Wounds
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Lines changed: 9 additions & 1 deletion

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src/Modules/CalcPerform.lua

Lines changed: 9 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1703,6 +1703,11 @@ function calcs.perform(env, skipEHP)
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local function mergeTinctures(tinctures)
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local tincturesNotInflictManaBurn = m_min(modDB:Sum("BASE", nil, "TincturesNotInflictManaBurn"), 100)
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local canGainRequiredBurn = modDB:Flag(nil, "Condition:WeepingWoundsInsteadOfManaBurn") or (tincturesNotInflictManaBurn < 100 and (output.ManaUnreserved or 0) > 0)
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if not canGainRequiredBurn then
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return
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end
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local tinctureBuffs = { }
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local tinctureConditions = {}
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local tinctureBuffsPerBase = {}
@@ -1773,7 +1778,6 @@ function calcs.perform(env, skipEHP)
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-- This needs to be done in 2 steps to account for effects affecting life recovery from flasks
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-- For example Sorrow of the Divine and buffs (like flask recovery watchers eye)
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mergeFlasks(env.flasks, false, true)
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mergeTinctures(env.tinctures)
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-- Merge keystones again to catch any that were added by flasks
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modLib.mergeKeystones(env, env.modDB)
@@ -1921,6 +1925,10 @@ function calcs.perform(env, skipEHP)
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-- Set the life/mana reservations (hold off on GrantReserved"..pool.."AsAura)
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doActorLifeManaReservation(env.player, not modDB:Flag(nil, "ManaIncreasedByOvercappedLightningRes"))
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if env.mode_combat then
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mergeTinctures(env.tinctures)
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end
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-- Process attribute requirements
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do
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local reqMult = calcLib.mod(modDB, nil, "GlobalAttributeRequirements")

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