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feat(martial-artist): implement Way of the Stonefist notable#61

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feat/martial-artist-stonefist
Jun 3, 2026
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feat(martial-artist): implement Way of the Stonefist notable#61
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feat/martial-artist-stonefist

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@jay9297 jay9297 commented May 30, 2026

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Summary

Implements the Way of the Stonefist ascendancy node for the Monk Martial Artist class.

Changes

  • Fists of Stone base type: Added new glove base type for the transformation
  • ModParser rules: Added parsing for glove transformation flags
  • ModCache entries: Added parsed mod entries for Way of the Stonefist stats
  • CalcPerform: Added glove base type transformation logic when ascendancy is allocated
  • Ignore Attribute Requirements: Gloves can be equipped regardless of attribute requirements

Game Data

  • Node ID: 39595
  • Ascendancy: Martial Artist
  • Stats:
    • Gloves you equip have their Base Type transformed to Fists of Stone while equipped
    • Their Explicit Modifiers are transformed into more powerful related Modifiers
    • Ignore Attribute Requirements to equip Gloves

Testing

  • Docker tests required (not available locally)
  • Manual verification needed in PoB UI

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🔄 Cycle 1, attempt 1/3
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build · glm-5.1
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�[0m• �[0mReview glove base transformation�[90m Explore Agent�[0m
�[0m✓ �[0mReview glove base transformation�[90m Explore Agent�[0m

Code Review: Fists of Stone Glove Base Type Transform

1. Calculation Correctness

CRITICAL — Incomplete implementation. The CalcPerform.lua:1379-1385 change sets stonefistTransformed = true and stonefistOriginalBase = gloves.baseName but:

  • No actual base transformation occurs. The gloves are never swapped to "Fists of Stone". The existing pattern for base swaps (Energy Blade in CalcSetup.lua:1138-1168) creates a new Item, sets .name, .base, .baseName from data.itemBases, and replaces it in env.player.itemList. This PR does none of that.
  • GloveExplicitModTransform flag is parsed but never consumed. No code in CalcPerform.lua or CalcSetup.lua reads this flag, so explicit mod empowerment is a no-op.
  • stonefistTransformed / stonefistOriginalBase are set but never read anywhere in the codebase.

This PR introduces dead code — the flags are set but produce no functional change in output stats.

2. Modifier Parsing

BUG — IgnoreAttributeRequirements scoping is wrong. At ModParser.lua:2481:

["ignore attribute requirements to equip gloves"] = { flag("IgnoreAttributeRequirements") },

This maps a gloves-specific modifier text to the same global flag as the general "ignore attribute requirements" at line 2480. In CalcPerform.lua:1711, IgnoreAttributeRequirements zeroes all attribute requirements for every item and gem — not just gloves. This means equipping the Martial Artist keystone would ignore strength/dex/int requirements on all gear, weapons, and gems, which is incorrect per the in-game text ("to equip Gloves").

This should use a scoped flag like IgnoreAttributeRequirementsForGloves with corresponding handling in CalcPerform.lua:1775-1777.

No test cases added. Per AGENTS.md rule #2, ModParser changes require new test cases in spec/System/TestModParser.lua. The four new specialModList entries have no coverage.

3. Nil Safety

Potential nil access at CalcPerform.lua:1384. The guard checks gloves and gloves.base, but then accesses gloves.baseName. If an item has .base but .baseName is nil (e.g., a malformed item), this would store nil into stonefistOriginalBase. Compare with the Energy Blade pattern in CalcSetup.lua:1154 which explicitly sets item.baseName = name. The guarding should be:

if gloves and gloves.base and gloves.base.name ~= "Fists of Stone" and gloves.baseName then

4. Data Integrity

The new Fists of Stone base in gloves.lua:890-899 is identical to Grand Manchettes in stats/requirements, differing only by the martial_artist_transform tag. This is likely intentional (the transform swaps to this base with these baseline stats, and explicit mods get enhanced).

However, I'd want to confirm that the base actually has no implicit modsimplicitModTypes = { } means zero implicits. If the in-game Fists of Stone has implicit mods, this data is missing.

5. Performance

No concerns. The new code at CalcPerform.lua:1379-1385 is a simple flag check + table field assignment outside any hot loop.

6. Test Coverage

Zero new tests. The following code paths lack coverage:

Code Path Location Status
GloveBaseTypeTransform flag parsing ModParser.lua:2482-2483 No test
GloveExplicitModTransform flag parsing ModParser.lua:2484 No test
IgnoreAttributeRequirements (gloves-scoped) ModParser.lua:2481 No test
stonefistTransformed / stonefistOriginalBase assignment CalcPerform.lua:1379-1385 No test

The test pattern from existing specs (TestItemMods_spec.lua) uses build.configTab.input.customMods + runCallback("OnFrame") + assertions on build.calcsTab.mainOutput. New tests should follow this.

7. Style

  • ModParser entries follow specialModList pattern correctly.
  • The gloves base definition follows existing conventions.
  • The CalcPerform.lua block follows surrounding style, but the comment would benefit from matching the style of nearby blocks (e.g., -- Special handling of Mageblood).
  • The duplication of lines 2482 and 2483 ("gloves you equip have their base type transformed to fists of stone" vs "...while equipped") appears to handle two wordings of the same modifier. This is acceptable per existing patterns, but the variant without "while equipped" should be verified against actual game text.

Summary of Required Changes

  1. Implement the actual base transformation — replace the gloves item with a "Fists of Stone" base following the Energy Blade pattern in CalcSetup.lua:1138-1168, or move this logic there.
  2. Consume GloveExplicitModTransform — add logic to enhance explicit mods on the transformed gloves.
  3. Scope IgnoreAttributeRequirements for gloves — use a distinct flag (IgnoreAttributeRequirementsForGloves) and only suppress glove attribute requirements in the requirement calculation loop.
  4. Guard gloves.baseName nil access at CalcPerform.lua:1384.
  5. Add test cases for all four new ModParser entries and for the CalcPerform transformation logic.

✅ Agent succeeded (cycle 1, attempt 1)

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Supplemental review — adding issues not covered by the existing bot comment. The bot's findings are accurate; these are additional gaps.

Working-tree state note: src/Modules/CalcPerform.lua has unstaged changes and src/Data/Bases/gloves.lua has staged-but-uncommitted changes that aren't reflected in this PR diff. The working-tree CalcPerform.lua contains a more complete (but still buggy) implementation. Issues in that code are called out below so they don't get committed as-is.

Comment thread src/Modules/CalcPerform.lua Outdated
Comment thread src/Data/Bases/gloves.lua
quality = 20,
socketLimit = 3,
tags = { armour = true, default = true, gloves = true, martial_artist_transform = true, str_dex_int_armour = true, },
implicitModTypes = { },

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Invented tag — martial_artist_transform is not referenced anywhere.

A search of the entire src/ tree finds zero uses of martial_artist_transform. It is not a tag present in PoE2 game data and nothing in PoB reads it. This adds noise to the base definition without any effect. The unstaged working-tree version of this file already removes it — that removal is correct and should be included in the next commit.

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🔄 Cycle 1, attempt 1/3
⏳ All tiers exhausted — retrying in 30s...
🔄 Cycle 1, attempt 2/3
I have all the context I need to write the review.


Code Review: Way of the Stonefist

1. Calculation Correctness

CRITICAL – Permanent mutation of gloveItem poisons the node-comparison path

CalcPerform.lua:1391-1395 mutates gloveItem.armourData, gloveItem.base, and gloveItem.baseName directly on the live item object in env.player.itemList. getCalculator (called by getNodeCalculator) re-uses the same env across successive comparison calls and only wipes modDB.mods between them — it does not refresh env.player.itemList. The idempotency guard on line 1382 (gloveItem.baseName ~= "Fists of Stone") only prevents the base swap from repeating, but gloveItem.armourData and gloveItem.base remain permanently overwritten from the first pass. Every subsequent passive node comparison in the same session will therefore see Fists of Stone base stats regardless of whether the notable is allocated. Compare the existing Ward conversion at CalcPerform.lua:1367-1376 — it adds a modDB BASE mod and never touches armourData directly. The Stonefist block must follow the same pattern.

MEDIUM – Hardcoded 1.5× explicit-mod multiplier produces wrong DPS numbers

CalcPerform.lua:1407transformMult = 1.5 is acknowledged in-code as a placeholder ("TODO: Replace…"). Shipping an unverified constant for a stat that feeds DPS output violates rule 1 of CLAUDE.md. This should be gated behind the TODO being resolved, or the feature flagged off until the lookup table exists.

MINOR – Quality multiplier double-counts quality

CalcPerform.lua:1387-1389 recalculates quality against newBase.Armour. PoB already bakes quality into armourData when an item is first loaded, so applying 1 + quality/100 a second time inflates the result. The existing Ward block does no quality recalculation. Additionally, gloveItem.base.quality > 0 is always true for every glove base (all have quality = 20), so that half of the condition is a no-op.


2. Modifier Parsing

ModParser.lua:2484 — the entry:

["their explicit modifiers are transformed into more powerful related modifiers"] = { flag("GloveExplicitModTransform") },

is a fragment of a longer clause and carries no defensive context. Any other item in the game whose modifier text ends with that phrase will silently trigger GloveExplicitModTransform. The full-text match used for the base-transform entries (lines 2482-2483) is the safer pattern. At minimum, anchor this to the full compound stat text, or document why the fragment is intentional.

Test cases are present — the four new spec cases in TestItemMods_spec.lua cover flag-setting for all three flags and the combined case. ✓


3. Nil Safety

CalcPerform.lua:1390-1393:

local newBase = fistsOfStone.armour
gloveItem.armourData.Armour = m_floor((newBase.Armour or 0) * qualityMult)

If fistsOfStone.armour were ever nil (e.g., a data loading error), newBase.Armour crashes. Since fistsOfStone is data we own this is low risk, but a if fistsOfStone and fistsOfStone.armour then guard is consistent with the project's nil-safety standard.

CalcPerform.lua:1811 — the out.source guard is correct before accessing .sourceSlot. ✓


4. Data Integrity

gloves.lua:893-901Fists of Stone base stats (Armour = 44, Evasion = 40, EnergyShield = 15) are identical to Grand Manchettes. If this is correct game data it should be a comment confirming the intentional match. req = {} is appropriate given the ignore-attribute-requirements mechanic. The quality = 20 field is standard. Two trailing blank lines on the file (lines 903-904) should be one.

ModCache regeneration at ModCache.lua:4480-4482 looks correct for the three new ModParser patterns. ✓


5. Performance

CalcPerform.lua:1411copyTable(mod) is a full recursive deep-copy per matched mod. For a typical 5-10 mod glove this is acceptable and not in a hot-inner-loop. No objection. ✓

transformSource (line 1408) is correctly hoisted outside the for loop. ✓


6. Test Coverage

Missing coverage:

  • No stat-value assertion — no test confirms that armourData.Armour/Evasion/EnergyShield are actually updated after the base transform (only that the flag is set). A test should assert the final defence values on a known item.
  • No attribute-requirement test — no test confirms that equipping gloves with IgnoreAttributeRequirementsForGloves sets the ReqStr/Dex/Int outputs to 0 for the glove slot while leaving weapon/gem requirements intact.
  • No idempotency / re-frame test — no test calls runCallback("OnFrame") twice and asserts stat values remain stable, which would have caught the mutation bug above.
  • No GloveExplicitModTransform output test — no test asserts actual modDB stat changes from the explicit transform, only the flag.

7. Style

  • CalcPerform.lua:1404-1407 — the four-line multi-sentence TODO block is unusual in this codebase; single-line -- TODO: is the convention.
  • gloves.lua:903-904 — two trailing blank lines; one is the convention (see every other entry in the file).
  • The comment at line 1379 (-- Way of the Stonefist: Transform equipped gloves) is useful context and consistent with nearby comments (e.g., -- Special handling of Mageblood). ✓

✅ Agent succeeded (cycle 1, attempt 2)

Implements the three core mechanics of the Stonefist ascendancy node:

- GloveBaseTypeTransform: overwrites equipped glove armour/evasion/ES values
  with the Fists of Stone base stats and injects the three per-level implicit
  mods (+2 Evasion, +1 ES, +1 Ward per player level) into modDB each calc pass.
  Item state is restored after each pass via env.stonefistRestore.

- IgnoreAttributeRequirementsForGloves: scoped flag that skips attribute
  requirement checks only for glove-slot items, without zeroing global
  attribute requirements.

- GloveExplicitModTransform stub: flag parsed and ready for the mod-equivalency
  lookup phase (Data/ModEquivalencies.lua export script included).

Also adds the Fists of Stone base type to Data/Bases/gloves.lua (armour 44,
evasion 40, ES 15, quality 20), ModParser patterns for all three ascendancy
mod strings, and a full Busted test suite in spec/System/TestStonefist_spec.lua.
@jay9297
jay9297 force-pushed the feat/martial-artist-stonefist branch from 4a91b71 to a2ba265 Compare June 1, 2026 18:26
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🔄 Cycle 1, attempt 1/3
⏳ All tiers exhausted — retrying in 30s...
🔄 Cycle 1, attempt 2/3
I now have all the information I need to write the review.


Code Review: Way of the Stonefist Ascendancy Mechanics


1. Calculation Correctness

Quality multiplier applied to raw base values — correct but incomplete.
CalcPerform.lua:3186–3196 uses qualityMult = 1 + (gloveItem.quality or 0) / 100 applied to the Fists of Stone raw stat values from the data table. This is the right quantity — it uses the equipped item's quality, not the hardcoded quality = 20 in the base definition. The INC% explicit mods that were already in the original armourData (calculated by Item.lua) are discarded, but those same INC% explicit mods remain in modDB and will be applied again by calcs.defence. Net result: FistsBase * quality * (1 + explicit_inc%) * (1 + passive_inc%). This is correct for a base-type-transform mechanic.

armourData.Ward is never saved or restored.
CalcPerform.lua:3189–3204 saves origArmour, origEvasion, origES but not origWard. The corresponding restore at 3470–3472 also skips Ward. Fists of Stone currently has no Ward base, so this is not a live bug. However, if the base is ever updated to include Ward, the restore will silently leave a stale value. Either save/restore armourData.Ward symmetrically, or add a comment explaining why Ward is intentionally omitted.

Implicit values are hardcoded rather than data-driven.
CalcPerform.lua:3198–3200 injects three mods with literal constants 2, 1, 1. These values come from the Fists of Stone implicit lines, but gloves.lua:3895 has implicitModTypes = {}, so nothing in the data file enforces them. Any future data change to Fists of Stone implicits requires a matching code change in CalcPerform. At a minimum, the constants should reference the gloves.lua entry — ideally the implicits should be driven by fistsOfStone.implicitModTypes rather than hardcoded.

Transform placement relative to calcs.defence is correct.
The transform at 3181–3208 fires before calcs.defence(env, env.player) at 3216. Attribute requirements checking happens much earlier (~1703) and correctly operates on the original base. Order is sound.


2. Modifier Parsing

["^has "] prefix pattern is too broad. ModParser.lua:1204
The new preFlagList entry strips "has " from any mod string that starts with it. The intent is to handle the Fists of Stone implicit lines ("has +2 to evasion rating per player level""+2 to evasion rating per player level"). But the pattern ^has will also fire on unrelated future mod text — e.g., "has a chance to freeze" becomes "a chance to freeze", which will silently fail to parse or match a wrong rule. A tighter pattern ["^has %+"] restricts the strip to numeric-value mods and eliminates the false-positive risk. Note also that "^thorns damage has " at line 1199 shows the existing convention is to keep "has" as a mid-string word in longer specific patterns, not stripped via a bare prefix.

"per player level" tag entry — correct and consistent. ModParser.lua:1462. Maps to {type="Multiplier",var="Level"}, consistent with the existing "per level" entry immediately above it.

"maximum ward" / "maximum runic ward" in modNameList — correct. ModParser.lua:242–243. Needed to handle "maximum Runic Ward per player level" after prefix stripping.

specialModList entries — correct. ModParser.lua:2487–2489. The three flag names are distinct from the existing "ignore attribute requirements" global flag at 2486, which is important for the scoped-gloves semantics.

CLAUDE.md requires spec/System/TestModParser.lua test cases for new modifier strings. That file does not exist in the repo. The PR instead uses TestItemParse_spec.lua (item-level implicit parsing) and TestStonefist_spec.lua (full pipeline flag-setting). The specialModList entries for the three ascendancy flags (GloveBaseTypeTransform, GloveExplicitModTransform, IgnoreAttributeRequirementsForGloves) are exercised only through the full pipeline in Stonefist tests, not with a dedicated low-level ModParser unit test. Given the file doesn't exist, the CLAUDE.md requirement cannot be satisfied literally — but the absence of an isolated specialModList round-trip test is a gap.


3. Nil Safety

fistsOfStone.armour is not nil-guarded. CalcPerform.lua:3194–3196
The code does (fistsOfStone.armour.Armour or 0). If fistsOfStone.armour is nil, this crashes before the or 0 fallback can fire. Since the data entry always has armour = {...}, this is not a live crash, but CLAUDE.md mandates guarding all chained table accesses. Should be:

local foa = fistsOfStone.armour or {}
gloveItem.armourData.Armour = m_floor((foa.Armour or 0) * qualityMult)

Restore block is not protected against mid-function errors. CalcPerform.lua:3466–3474
If calcs.defence (line 3216) or any code between the transform and the restore throws a Lua error, env.stonefistRestore is never cleared and gloveItem is permanently mutated for the lifetime of the build object. Lua lacks finally, so a pcall wrapper around the defence calculation block with a guaranteed restore is the safe pattern. This is the same risk that exists for the consecrated ground mutations above, but those don't mutate persistent item state.

TestItemParse_spec.lua:693 — array access without length guard
assert.are.equals(2, item.baseModList[1].value) would throw a nil index if parsing produced fewer than three mods (e.g., a future regression). A preliminary assert.are.equals(3, #item.baseModList) before the individual-field asserts would produce a readable failure instead of a Lua stack trace.


4. Data Integrity

quality = 20 in gloves.lua:896 is inconsistent with all other base types.
No other entry in gloves.lua sets a quality field at the base-type level (quality belongs to item instances). This field is not used by the transform code (which reads gloveItem.quality, the instance quality). It will be silently ignored by item-loading code, but it creates confusion about what it represents. Remove it.

implicitModTypes = {} while implicits are hardcoded in CalcPerform — data/code divergence.
See Calculation Correctness note above. The data file and the code are out of sync by design, but this should be explicitly documented in a comment on the implicitModTypes line.

req = {} — correct for the Stonefist ascendancy (attribute requirements are waived by IgnoreAttributeRequirementsForGloves).

src/Data/ModEquivalencies.lua does not exist. The GloveExplicitModTransform flag is parsed and stored, but the transform logic is stubbed out with a comment at CalcPerform.lua:3210–3213. Players who have the GloveExplicitModTransform flag active will see the base-type swap but no explicit mod upgrade — silent partial behaviour. At minimum, a env.itemWarnings entry should be emitted when GloveExplicitModTransform is set but the data file is absent.


5. Performance

Three table allocations per calc pass in the transform path. CalcPerform.lua:3198–3200
Each modDB:NewMod(...) call passes { type = "Multiplier", var = "Level" } as a new table literal. With calcs.perform called on every frame update, this is 3 allocs per frame when the flag is active. Cache the tag table as a module-level upvalue:

local _stonefistLevelTag = { type = "Multiplier", var = "Level" }

and reuse it in the three NewMod calls. This follows the CLAUDE.md hot-loop guidance.

env.stonefistRestore table allocation CalcPerform.lua:3201–3205 — one additional alloc per pass when active. Same fix: pool or pre-allocate if this becomes measurable.

Attribute requirements loop change CalcPerform.lua:1740–1742 — the ignoreThisReq local is a boolean expression with no allocations. No performance concern.


6. Test Coverage

Path Status
ModParser: GloveBaseTypeTransform / GloveExplicitModTransform / IgnoreAttributeRequirementsForGloves flag strings Tested (Stonefist spec, full pipeline)
ModParser: "per player level" tag Tested (TestItemParse implicit mod lines)
ModParser: "maximum ward" / "maximum runic ward" names Tested (TestItemParse implicit mod line 3)
CalcPerform: base type transform replaces armour stats Tested
CalcPerform: Fists of Stone Evasion implicit injected Tested
CalcPerform: scoped vs global attribute requirement flags Tested
CalcPerform: Fists of Stone EnergyShield BASE implicit injection NOT TESTED
CalcPerform: Fists of Stone Ward BASE implicit injection NOT TESTED
CalcPerform: GloveBaseTypeTransform with no gloves equipped NOT TESTED
CalcPerform: GloveExplicitModTransform with missing ModEquivalencies data NOT TESTED (unimplemented — acceptable)
specialModList: low-level unit round-trip (ModParser.lua:2487–2489) No dedicated unit test

7. Style

  • Restore pattern using env.stonefistRestore stored on env is novel — all other temporary state in calcs.perform uses locals. The approach works but is non-obvious; a comment at the restore site pointing back to where it was set would help.
  • TestStonefist_spec.lua:9–11: the teardown function is a no-op with an inaccurate comment ("newBuild() takes care of resetting everything in setup()"). setup() is not used here; before_each is. Remove the teardown block entirely.
  • TestItemParse_spec.lua: missing newline at end of file (diff shows No newline at end of file).
  • modequivalencies.lua export script: well-commented and consistent with sibling export scripts. Field-name guarding with a 0-count warning is good defensive practice.
  • ModCache.lua updates: clean; the three entries correctly go from unrecognised nil entries to proper flag arrays.

Summary of Blocking Issues

  1. ["^has "] is too broad (ModParser.lua:1204) — should be ["^has %+"] to avoid silently mangling future mod strings.
  2. fistsOfStone.armour is not nil-guarded (CalcPerform.lua:3194) — violates the CLAUDE.md nil-safety rule.
  3. No spec/System/TestModParser.lua unit tests for the three new specialModList entries — required by CLAUDE.md; the Stonefist pipeline tests are not a substitute.
  4. armourData.Ward missing from save/restore (CalcPerform.lua:3189–3204) — asymmetric and will silently corrupt Ward if the base type data ever changes.

✅ Agent succeeded (cycle 1, attempt 2)

…dParser tests

- CalcPerform: guard fistsOfStone.armour via local foa = fistsOfStone.armour or {}
  to satisfy CLAUDE.md nil-safety requirement
- CalcPerform: add Ward to save/restore table so armourData.Ward is symmetric
  with Armour/Evasion/EnergyShield on both save and restore paths
- TestModParser_spec.lua: add isolated modLib.parseMod round-trip unit tests
  for all three new specialModList entries (IgnoreAttributeRequirementsForGloves,
  GloveBaseTypeTransform, GloveExplicitModTransform) plus a negative test
  confirming the global IgnoreAttributeRequirements is not aliased
- TestStonefist_spec.lua: remove no-op teardown block
- gloves.lua: remove extra trailing blank lines
- TestItemParse_spec.lua: add missing trailing newline

Note: reviewer suggestion to change ^has  to ^has %+ in preFlagList was not
applied — ^has %+ strips 'has +' leaving '2 to ...' which the formList cannot
match via ^([%+%-][%d%.]+)%%? to, falling back to ^(%d+) and leaving
' to evasion...' for the name parser, which fails. The original ^has  correctly
strips only 'has ' leaving '+2 to ...' for the sign-aware form pattern.
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🔄 Cycle 1, attempt 1/3
Now I have enough context for a thorough review.


Code Review: Way of the Stonefist

1. Calculation Correctness

CalcPerform.lua line ~3196–3202 — Ward not zeroed during base-type transform

When transforming gloves to Fists of Stone, the code mutates armourData for Armour, Evasion, and EnergyShield but never zeroes Ward:

-- lines 3196-3198
gloveItem.armourData.Armour   = m_floor((foa.Armour        or 0) * qualityMult)
gloveItem.armourData.Evasion  = m_floor((foa.Evasion       or 0) * qualityMult)
gloveItem.armourData.EnergyShield = m_floor((foa.EnergyShield or 0) * qualityMult)
-- Ward is never assigned here

fistsOfStone.armour has no Ward key (gloves.lua line 899). If the original gloves had any Ward, that value persists through the transform. The restore block at line 3472–3475 correctly preserves origWard so it can be restored, but the transform itself never sets Ward to 0.

Fix required:

gloveItem.armourData.Ward = m_floor((foa.Ward or 0) * qualityMult)  -- = 0 for FoS

CalcPerform.lua line 3183 — Implicit injection blocked for actual Fists of Stone base

The guard:

if gloveItem and gloveItem.armourData and gloveItem.baseName ~= "Fists of Stone" then

gates both the armour-value swap AND the modDB:NewMod calls (lines 3200–3202). A player who manually equips a Fists of Stone item while holding the GloveBaseTypeTransform flag gets zero per-level implicits because the implicit injection sits inside this guard. Since gloves.lua line 897 declares implicitModTypes = {}, there is no fallback.

The armour-value swap guard is correct; the implicit injection should happen unconditionally whenever GloveBaseTypeTransform is set and the slot is FoS (actual or transformed).

GloveExplicitModTransform is parsed but silently no-ops

ModParser.lua line 2489 wires the flag; the corresponding CalcPerform block (line 3212–3215) is only a comment. Players with this ascendancy will see the flag in modDB but no stat change. The comment is clear for developers but users will see no effect from a seemingly-active mod.


2. Modifier Parsing

ModParser changes are correct but the ^has prefix entry (line 1204) is broad.

specialModList is scanned before preFlagList and uses full-match semantics (line 6430: #specialLine == 0). The existing has-prefixed entries in specialModList (lines 2901, 3433, 3452, 3454, 3461, 3493) will still be consumed before the prefix stripper runs. Safe for those.

Risk: any future "has …" mod that is not in specialModList and does not follow the +N to <stat> form will have its "has " stripped and may mis-parse silently instead of returning nil. No regression tests for the existing "has no sockets" / "has no energy shield" family exercise this interaction. Worth adding negative cases.

per player level tag (line 1462) is a clean, correct addition. It maps to the same Multiplier:Level tag as the existing per level. No conflict.

["maximum ward"] and ["maximum runic ward"]"Ward" (lines 244–245) are correct additions needed to parse "has +1 to maximum runic ward per player level".

TestModParser_spec.lua coverage is good — the four new spec cases cover the three new specialModList entries and the disambiguation from the global IgnoreAttributeRequirements. Present and sufficient.


3. Nil Safety

reqSource.sourceSlot (line 1742): The short-circuit reqSource.source == "Item" guards the sourceSlot access. CalcSetup.lua line 1085 confirms sourceSlot = slotName is always set for Item entries. Safe.

env.data.itemBases["Fists of Stone"] (line 3184): Correctly guarded with if fistsOfStone then.

gloveItem.armourData (line 3183): Guarded. Safe.

fistsOfStone.armour or {} (line 3195): Safe; all fields inside use or 0 fallback. However, since gloves.lua line 899 always defines armour = {...}, the or {} is unreachable noise.

env.stonefistRestore (line 3468): Guarded with if env.stonefistRestore then. Safe.


4. Data Integrity

gloves.lua — Fists of Stone entry (lines 892–901):

  • quality = 20: other hybrid-defence gloves (e.g. Grand Manchettes at line 882) also have quality = 20. Consistent.
  • req = {}: empty requirements table. The item-parsing code reads item.requirements.strMod etc., which will be nil for an empty-req base — that's handled upstream by the requirements build loop.
  • implicitModTypes = {}: By design (implicits are injected via modDB:NewMod in CalcPerform), but this creates the guard-bypass bug described above and means a standalone FoS base (without the ascendancy) provides no implicit mods at all. If the base is intended to be player-equippable outside the ascendancy context, this needs its own implicitModTypes entries.

5. Performance

modDB:NewMod calls (lines 3200–3202): Three mod insertions per calc pass when GloveBaseTypeTransform is active. These sit before calcs.defence in a per-build call path, not a per-frame hot loop. Acceptable.

No table allocations in Calc:Build* functions in this diff. No performance concern.


6. Test Coverage

Scenario Covered?
GloveBaseTypeTransform flag in modDB TestStonefist_spec.lua:8
IgnoreAttributeRequirementsForGloves flag in modDB ✅ line 18
GloveExplicitModTransform flag in modDB ✅ line 28
Transform replaces armour/evasion values ✅ lines 39–67
Transform injects evasion-per-level implicit ✅ lines 90–106
IgnoreAttributeRequirementsForGloves does not zero global reqs ✅ line 109
Ward zeroed after transform (Ward-bearing source gloves) ❌ Missing
Implicits injected when actual FoS is equipped + flag set ❌ Missing
Ward restored correctly after calc pass ❌ Missing
per player level tag round-trip via full build ❌ No integration test
^has prefix does not regress "has no sockets" / "has no energy shield" ❌ No regression test

7. Style

  • CalcPerform.lua: new block placed correctly between enemy misc and calcs.defence. Consistent local-variable style.
  • Restore block appended after cacheData (end of function): order is correct and matches the comment at line 3467. The inline comment is necessary and appropriate.
  • ModParser.lua additions follow existing table layout and naming conventions.
  • gloves.lua: new entry follows the surrounding key-value format exactly.
  • modequivalencies.lua export script: correct placement under src/Export/Scripts/, follows existing script patterns.
  • TestStonefist_spec.lua and TestModParser_spec.lua: follow Busted conventions, before_each(newBuild) is correct.

Required Changes Summary

  1. CalcPerform.lua ~line 3198 — add gloveItem.armourData.Ward = m_floor((foa.Ward or 0) * qualityMult) to zero Ward on transform.
  2. CalcPerform.lua ~line 3183 — split the guard: always inject modDB:NewMod implicits whenever GloveBaseTypeTransform is active and gloves are in slot (regardless of baseName); only skip the armour-value swap if already FoS.
  3. TestStonefist_spec.lua — add a test: equip Ward-bearing gloves, apply transform, assert Armour.Ward == 0 (or FoS Ward value). Add test for actual FoS base receiving per-level implicits.
  4. GloveExplicitModTransform — either block the flag from being set until implemented (guard in CalcPerform with a ConPrintf warning), or add a user-facing note that explicit mod transform is not yet functional.

✅ Agent succeeded (cycle 1, attempt 1)

jay9297 and others added 2 commits June 2, 2026 18:45
The check_modcache job previously used container: which prevents git push
from the job, causing flaky failures whenever a PR added new modifier
strings without also committing the regenerated ModCache.lua.

Switch to ubuntu-latest + docker run so the workspace is writable and git
credentials are available. After regeneration, auto-commit and push the
updated ModCache.lua back to the PR branch if it has changed. This removes
the need for developers to remember to run regen before pushing.

Also add Docker image caching (same approach as ci.yml) to avoid pulling
the image on every check_modcache run.
@github-actions

github-actions Bot commented Jun 2, 2026

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🔄 Cycle 1, attempt 1/3
I now have enough context from the graph tools and file reads to produce the full review.


Code Review: Way of the Stonefist PR

1. Calculation Correctness

Bug — Ward not zeroed during GloveBaseTypeTransform (CalcPerform.lua:3196–3198)

The transform mutates gloveItem.armourData for Armour, Evasion, and EnergyShield, but does not zero Ward:

gloveItem.armourData.Armour = m_floor((foa.Armour or 0) * qualityMult)
gloveItem.armourData.Evasion = m_floor((foa.Evasion or 0) * qualityMult)
gloveItem.armourData.EnergyShield = m_floor((foa.EnergyShield or 0) * qualityMult)
-- Ward is never set; foa has no Ward field

fistsOfStone.armour is { Armour = 44, Evasion = 40, EnergyShield = 15 }. If the original gloves carry any Ward, that value persists through the transform pass. calcs.defence will then compute a Ward total that includes the Ward from a glove that was supposed to become Fists of Stone. The fix is:

gloveItem.armourData.Ward = 0  -- Fists of Stone has no Ward

Bug — Ordering: ConvertArmourESToLife reads glove armourData before the transform (CalcPerform.lua:1306–1315 vs. 3180–3210)

ConvertArmourESToLife iterates over Gloves at line 1306 and reads armourData.EnergyShield directly from the item. The GloveBaseTypeTransform happens at line 3180, roughly 1 900 lines later. So when a player has both the Zealot's Oath-style keystone and the Stonefist ascendancy:

  • ES-to-Life conversion uses the original glove's ES (possibly 0)
  • calcs.defence uses the transformed Fists of Stone ES (15)

The two stats diverge. The fix is to move the transform block to before ConvertArmourESToLife, or to integrate the mock-base values into that loop explicitly.


Minor — Breakdown display inconsistency for IgnoreAttributeRequirementsForGloves (CalcPerform.lua:1747–1755)

When ignoreThisReq is true the requirement is excluded from out.val, but reqBool at line 1749 still evaluates against the raw attribute, so the breakdown row can show a red requirement that is in fact satisfied by the ignore flag. The visual feedback is misleading. This is cosmetic, not a stat calculation error.


2. Modifier Parsing

New preFlagList entry (ModParser.lua:1201): ["^has "] = { } correctly strips the "Has" prefix to allow "Has +N to maximum Runic Ward per player level" to reach the value/tag matchers.

New modTagList entry (ModParser.lua:1459): ["per player level"] is distinct from the existing ["per level"] and ["per (%d+) player levels"]; no conflict. Both map to { type = "Multiplier", var = "Level" }.

New modNameList entries (ModParser.lua:241–242): ["maximum ward"] and ["maximum runic ward"] both map to "Ward". Correct.

New specialModList entries (ModParser.lua:2484–2486): Three entries with lowercase literal keys. parseMod lowercases input before lookup, so this is safe. The specificity ordering doesn't matter here because these are exact-key hash lookups, not prefix matches.

TestModParser_spec.lua — the four cases cover happy path, specificity (global vs gloves-scoped IgnoreAttributeRequirements), and the two transform flags. Coverage is adequate for the new mod strings.


3. Nil Safety

reqSource.sourceSlot — verified as a real field set at CalcSetup.lua:1085 (sourceSlot = slotName). The new check at line 1742 is safe.

gloveItem.armourData — guarded at line 3183. Safe.

fistsOfStone.armour or {} — safe.

Potential nil gap (CalcPerform.lua:3183): The guard gloveItem.armourData skips the transform entirely when a non-armour utility glove is equipped. However, Fists of Stone always has armour data (Armour 44 / Eva 40 / ES 15). If PoE2 allows the ascendancy to function with utility gloves, those builds will silently get no defence benefit from the transform. This is a minor edge case but worth guarding explicitly with a comment.


4. Data Integrity

gloves.lua:892–901Fists of Stone entry looks structurally correct. One concern: implicitModTypes = { } is empty. The three per-level implicits are injected via modDB:NewMod() in CalcPerform.lua:3200–3202 rather than through the item implicit system. As a consequence:

  • They will not appear in item tooltip breakdowns
  • They will not interact with other code that walks implicitModTypes

This is a deliberate design choice, but it means the implicits behave differently from every other item implicit in the codebase. Should be documented with a comment on both the itemBases entry and the modDB:NewMod calls.

req = { } — no attribute requirements on the base. Correct; Fists of Stone is a class-agnostic ascendancy unlock.

quality = 20 in the base definition is a default max quality value matching the surrounding bases (Grand Manchettes above it). The transform correctly uses gloveItem.quality (the actual equipped item quality) rather than the base quality, so this field doesn't affect the calc. ✓


5. Performance

No new table allocations inside hot loops. The transform block runs once per calcs.perform call, gated by modDB:Flag, and builds a fixed-size restore table. Acceptable.

The modDB:NewMod calls at lines 3200–3202 are also outside hot loops. ✓


6. Test Coverage

Covered:

  • GloveBaseTypeTransform and GloveExplicitModTransform flag parsing (TestStonefist, TestModParser)
  • IgnoreAttributeRequirementsForGloves is scoped correctly and doesn't zero the global flag
  • Item parse of three implicit types with "per player level" (TestItemParse)
  • Base armour gain from transform (Stocky Mitts → Fists of Stone; Suede Bracers → gains armour)
  • Evasion per level implicit lands in output

Not covered:

  • Ward gloves: No test for a Ward-bearing glove being transformed, which would expose the Ward-not-zeroed bug described above.
  • ConvertArmourESToLife + GloveBaseTypeTransform stacking: The ordering bug in point 1 has no regression test.
  • Utility gloves (no armourData): Transform silently no-ops; no test or assertion.
  • Restoration correctness after an error mid-pass: Acceptable gap, but worth noting.
  • GloveExplicitModTransform is a documented no-op placeholder — the comment at line 3212–3215 is clear, but the flag being parseable without doing anything means it can be silently set via the full ascendancy mod string. No test verifies the no-op behaviour doesn't produce incorrect output.

7. Style

Matches surrounding conventions:

  • m_floor(...), m_max(...) local aliases used consistently ✓
  • env.stonefistRestore follows the established ephemeral-env-field pattern ✓
  • modDB:NewMod(...) call signature matches existing callers ✓
  • Conditional flag read cached into a local before the loop (line 1704) ✓

CI workflow: Using hashFiles('docker-compose.yml') as the Docker image cache key is fragile. If the image is force-pushed on GHCR without touching docker-compose.yml, the CI will silently use a stale cached image. A safer key would include an explicit version pin or the image digest. Medium risk in practice.


Summary

Issue Severity Location
Ward not zeroed during transform Bug CalcPerform.lua:3196–3198
ES-to-Life reads old armourData before transform Bug CalcPerform.lua:1306 vs 3180
Breakdown shows red req even when ignored Minor/cosmetic CalcPerform.lua:1749
implicitModTypes = {} bypasses item system Design concern gloves.lua:898
No test for Ward gloves through transform Coverage gap TestStonefist_spec.lua
No test for ES-to-Life + transform interaction Coverage gap
CI image cache key tied only to docker-compose.yml Low risk test.yml

✅ Agent succeeded (cycle 1, attempt 1)

jay9297 added 2 commits June 2, 2026 18:52
…d tests

- Split the GloveBaseTypeTransform guard so per-level implicit mods are
  always injected whenever the flag is active and gloves are in the slot.
  Previously the entire block was gated on baseName != "Fists of Stone",
  meaning a player who manually equips actual Fists of Stone gloves while
  holding the ascendancy would receive zero per-level Evasion/ES/Ward implicits.
- Add gloveItem.armourData.Ward zeroing during the base-type swap so that
  any future Ward-bearing glove base does not persist its Ward through the
  Fists of Stone transform.
- Add TestStonefist tests:
  - Ward implicit is injected and > 0 after transform
  - Actual Fists of Stone base still receives per-level Evasion implicit
    (regression guard for the split-guard fix)
- Add daily caching of the six pob-dict files fetched from the external
  Nightblade/pob-dict repo. Previously every run fetched from main with
  no retry, so any network blip or transient GitHub raw-content failure
  caused the job to fail unrelated to actual spelling issues.
- Add --retry 3 --retry-delay 5 to curl for resilience against transient
  network errors on cache misses.
- Add cspell:ignore inline for 'modequivalencies' (the export script
  filename) which was flagged as an unknown word in CalcPerform.lua.
@jay9297
jay9297 merged commit e6c46ae into dev Jun 3, 2026
8 of 9 checks passed
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