fix: update Steady Hand prestige upgrade with real enchantment power effect
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@@ -90,9 +90,12 @@ export interface UnifiedEffects extends ComputedEffects {
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export function computeAllEffects(
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equipmentInstances: Record<string, EquipmentInstance>,
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equippedInstances: Record<string, string | null>,
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prestigeUpgrades?: Record<string, number>,
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): UnifiedEffects {
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const upgradeEffects = computeEffects();
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const equipmentEffects = computeEquipmentEffects(equipmentInstances, equippedInstances, upgradeEffects.enchantmentPowerMultiplier);
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const steadyHandLevel = (prestigeUpgrades?.steadyHand || 0);
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const enchantmentPowerMultiplier = upgradeEffects.enchantmentPowerMultiplier * (1 + steadyHandLevel * 0.15);
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const equipmentEffects = computeEquipmentEffects(equipmentInstances, equippedInstances, enchantmentPowerMultiplier);
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const disciplineEffects = computeDisciplineEffects();
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const perElementCapBonus: Record<string, number> = { ...upgradeEffects.perElementCapBonus };
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@@ -158,10 +161,12 @@ export function computeAllEffects(
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export function getUnifiedEffects(state: {
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equipmentInstances?: Record<string, EquipmentInstance>;
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equippedInstances?: Record<string, string | null>;
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prestigeUpgrades?: Record<string, number>;
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}): UnifiedEffects {
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return computeAllEffects(
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state.equipmentInstances || {},
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state.equippedInstances || {},
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state.prestigeUpgrades,
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);
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}
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