fix: update Steady Hand prestige upgrade with real enchantment power effect
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This commit is contained in:
2026-05-29 15:23:40 +02:00
parent 06241e1e9a
commit 9e49aa1ca6
6 changed files with 18 additions and 5 deletions
+6 -1
View File
@@ -90,9 +90,12 @@ export interface UnifiedEffects extends ComputedEffects {
export function computeAllEffects(
equipmentInstances: Record<string, EquipmentInstance>,
equippedInstances: Record<string, string | null>,
prestigeUpgrades?: Record<string, number>,
): UnifiedEffects {
const upgradeEffects = computeEffects();
const equipmentEffects = computeEquipmentEffects(equipmentInstances, equippedInstances, upgradeEffects.enchantmentPowerMultiplier);
const steadyHandLevel = (prestigeUpgrades?.steadyHand || 0);
const enchantmentPowerMultiplier = upgradeEffects.enchantmentPowerMultiplier * (1 + steadyHandLevel * 0.15);
const equipmentEffects = computeEquipmentEffects(equipmentInstances, equippedInstances, enchantmentPowerMultiplier);
const disciplineEffects = computeDisciplineEffects();
const perElementCapBonus: Record<string, number> = { ...upgradeEffects.perElementCapBonus };
@@ -158,10 +161,12 @@ export function computeAllEffects(
export function getUnifiedEffects(state: {
equipmentInstances?: Record<string, EquipmentInstance>;
equippedInstances?: Record<string, string | null>;
prestigeUpgrades?: Record<string, number>;
}): UnifiedEffects {
return computeAllEffects(
state.equipmentInstances || {},
state.equippedInstances || {},
state.prestigeUpgrades,
);
}