From 5ad7239a38117f6e02878678b70aef120ae2a6a3 Mon Sep 17 00:00:00 2001 From: LocalIdentity Date: Mon, 20 Jul 2026 20:56:29 +1000 Subject: [PATCH] Fix Raise Spectre damage being affected by hidden elemental conversion In #9150 I added support for the phys conversion damage bonus mechanic that GGG added for enemy monsters. In 3.28 they removed this bonus from applying to spectres but I hadn't removed it from PoB yet --- src/Modules/CalcOffence.lua | 5 ----- 1 file changed, 5 deletions(-) diff --git a/src/Modules/CalcOffence.lua b/src/Modules/CalcOffence.lua index f78d34f7d31..ed38b29e399 100644 --- a/src/Modules/CalcOffence.lua +++ b/src/Modules/CalcOffence.lua @@ -80,11 +80,6 @@ local function calcDamage(activeSkill, output, cfg, breakdown, damageType, typeF end local convMult = conversionTable[otherType][damageType] if convMult > 0 then - local convPortion = conversionTable[otherType].conversion[damageType] - if convPortion > 0 and cfg.summonSkillName and cfg.summonSkillName == "Raise Spectre" and otherType == "Physical" and damageType ~= "Chaos" then - local physBonus = 1 + data.monsterPhysConversionMultiTable[activeSkill.actor.level] / 100 - convMult = (convMult - convPortion) + convPortion * physBonus - end -- Damage is being converted/gained from the other damage type local min, max = calcDamage(activeSkill, output, cfg, breakdown, otherType, typeFlags, damageType) addMin = addMin + min * convMult