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Remove "m_floor" step from breach ring aura effect calculation.#9834

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JLMSC:fix-breach-aura-effect-calc
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Remove "m_floor" step from breach ring aura effect calculation.#9834
JLMSC wants to merge 1 commit into
PathOfBuildingCommunity:devfrom
JLMSC:fix-breach-aura-effect-calc

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@JLMSC JLMSC commented May 5, 2026

Fixes #9721

Description of the problem being solved:

Small converted values (< 1) were being incorrectly discarded during the per-mod conversion step for Breach ring Aura Effect scaling (e.g. "Auras from ... at (10-15)% of their value, up to a maximum of 150%").

The issue occurred because each individual damage source was:

  1. converted independently (mod.value * multiplier)
  2. immediately truncated using m_floor
  3. only then accumulated into the final total

This caused loss of fractional contributions from small sources.

Steps taken to verify a working solution:

  • Confirmed that small-value contributions now correctly accumulate
  • Observed expected scaling changes in Aura Effect totals
  • Verified DPS differences in provided builds

Link to a build that showcases this PR:

These PoB are the same provided in the issue.
1- https://pobb.in/zBPqbSTWQ5do - After the changes it is noticeable the damage increase lost because of the round step in the aura effect calculation process.
(From Hit DPS: 1,341,983,007.8 to Hit DPS: 1,431,909,704.3, in both cases the item "The Will of Xoph" were equipped)

2- https://pobb.in/1evKsFjeHOuN - Here it is possible to see the increases from smaller values.
(From Aura Effect Mod: x1.15 to Aura Effect Mod: x1.45, no changes to the build were made)

Before screenshot:

PoB 1, Scenario were the round step is ENABLED
with_round_use_case

PoB 2, Scenario were the round step is ENABLED
with_round_aura_effect

After screenshot:

PoB 1, Scenario were the round step is REMOVED
without_round_use_case

PoB 2, Scenario were the round step is REMOVED
without_round_aura_effect

… converted values (<1) were being incorreclty rounded down to 0 on a per-node basis. Removing the floor allows the floating values to be preserved and correctly added together in the final sum, fixing an issue where small percentage increases were being lost.
@LocalIdentity LocalIdentity added the bug: calculation Numerical differences label May 12, 2026
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From memory, when testing it a while ago, the game actually floored the value after summing all the values and then multiplying it by the ring % mod. Your current method doesn't round down so it still off
Please also test when having 2/3 rings to see how the rounding works with that too

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The Will of Xoph, Esh, Tul, Uul-Netol, and The Sundered Will ring aura effects not calculated correctly.

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