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Parse the Earthbreaker (Titan) ascendancy notable and the related passive nodes (Split the Earth, Mace Aftershock Chance, Behemoth, Rhythm of Fire, Echoes of Ferocity, Shapeshifted Aftershock Chance) into the existing AftershockChance stat that the Aftershock support gems and gem quality already provide. For Slam skills the summed chance scales the per-skill DPS multiplier by 1 + chance / 100. The chance is not capped, as each full 100% guarantees an aftershock and the remainder is a chance for one more. Average hit is unchanged; DPS and ailment stacking scale accordingly. Show an "Aftershock Chance" row in Skill type-specific Stats and list the aftershock factor in the Total DPS breakdown. Earthquake: Jagged Ground cannot be created on top of an existing patch, so the Aftershock cannot hit a target more often than once per patch duration. The Aftershock stat set had no duration, so its DPS scaled linearly with attack speed and ignored skill effect duration. Give the set the 4s base duration and a hitRateLimitedByDuration flag: the hit time is the larger of the attack time and the skill duration (recomputed from the combined attack time when dual wielding), the set displays DPS instead of average damage, and the Hit Rate breakdown shows the cap. The additional aftershock chance only applies to the Aftershock set, as the initial Impact is the slam itself and does not repeat. Regenerate ModCache and add tests. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Jagged Ground cannot be created on top of an existing patch. An attack that lands before the previous patch erupts creates nothing, so the next patch (and its Aftershock) comes from the first attack at or after the eruption. The time between Aftershocks is therefore the attack time multiplied by ceil(patch duration / attack time), not the larger of the two. Example: a 0.40s patch with a 0.39s attack time wastes every other attack and erupts every 0.78s, where the previous model gave 0.40s. Attacking slightly faster than the patch duration now lowers Aftershock DPS instead of leaving it unchanged, and reduced duration only pays when it removes a wasted attack. The Impact hit still lands on every attack. The dual-wield recompute uses the same rule on the combined attack time, and the Hit Time breakdown shows the attacks per Aftershock. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Fixes # .
Description of the problem being solved:
Aftershock chance. The Earthbreaker (Titan) ascendancy notable and the related passive nodes (Split the Earth, Mace Aftershock Chance, Behemoth, Rhythm of Fire, Echoes of Ferocity, Shapeshifted Aftershock Chance) were not parsed. They now feed the existing
AftershockChancestat that the Aftershock support gems and gem quality already provide. For Slam skills the summed chance scales the per-skill DPS multiplier by1 + chance / 100. The chance is not capped: each full 100% guarantees an aftershock and the remainder is a chance for one more. Average hit is unchanged; DPS and ailment stacking scale accordingly. An "Aftershock Chance" row is shown in Skill type-specific Stats and the factor is listed in the Total DPS breakdown.Earthquake's Aftershock. Jagged Ground cannot be created on top of an existing patch. The Aftershock stat set had no duration at all, so its DPS scaled linearly with attack speed and ignored Skill Effect Duration modifiers. The set now carries the 4s base duration and a
hitRateLimitedByDurationflag, and it displays DPS instead of average damage.An attack that lands before the previous patch erupts creates no patch, so the next patch (and its Aftershock) comes from the first attack at or after the eruption. The time between Aftershocks is therefore
attack time × ceil(patch duration / attack time). Example: a 0.40s patch with a 0.39s attack time wastes every other attack and erupts every 0.78s. Attacking slightly faster than the patch duration therefore lowers Aftershock DPS, and reduced duration only pays when it removes a wasted attack. With the duration at or below the attack time, every attack creates a patch; with 100% reduced duration the DPS scales freely with attack speed. When dual wielding, the same rule uses the combined attack time. The Hit Time breakdown shows the attack time and the number of attacks per Aftershock.This models a single target, where every patch overlaps the previous one. Patches that don't overlap (while moving) are only limited by the patch count, which is not modelled.
The additional aftershock chance only applies to Earthquake's Aftershock set, since the initial Impact is the slam itself and does not repeat. The Impact set carries a
cannotCauseAftershockflag for this, and the Impact still hits on every attack.Steps taken to verify a working solution:
spec/System/TestAftershock_spec.luaandspec/System/TestEarthquake_spec.lua, full suite passes (885 tests).ceil(4.03 / attack time)attacks, so the hit time is the smallest multiple of the attack time that covers the patch. The same holds with 30–90% reduced Skill Effect Duration.Link to a build that showcases this PR:
N/A
Before screenshot:
After screenshot:
(Taken before the rounding change; the Hit Time breakdown now shows attack time × attacks per Aftershock instead of
max(attack time, skill duration).)🤖 Generated with Claude Code