0.5.6 Equanimity gives crit to spells and teases

Prince Charming

Active Member
Mar 18, 2020
30
34
The text states "Put your focus on your weapon, turning it into an extension of yourself rather than a tool of combat. You gain +15% Crit Chance and +10% increased Crit Damage while you maintain this stance." The text is kind of ambiguous so i'm not sure if there's really a bug :
  • "Put your focus on your weapon, turning it into an extension of yourself rather than a tool of combat." lends me to think it's only supposed to buff weapon attacks.
  • "You gain +15% Crit Chance and +10% increased Crit Damage while you maintain this stance." lends me to think, on the other hand, that the buff is supposed to be a general one.
For reference, the code yielded by pc.critChance + '' (with critChance being used for any kind of power, not just weapon powers) is:
JavaScript:
function() {
  var e = this.cunning();
  return e += this.getStatForAllNonWeaponEquipment("crit"),
    this.getStatusEffect(SEFFECTS.SharpenBlades) && (e += 10),
    this.hasStance(POWERS.Frenzy) && (e += 10),
    this.hasStance(POWERS.Equanimity) && (
      e += 15 + (this.itemIsEquipped(ITEMS.SilverMask) ? 10 : 0)),
    this.hasBoon(BOONS.GoodFortune) && (e += 10),
    this.hasStance(POWERS.Berserkergang) && (e += 100),
    e > 100 && (e = 100),
    Math.floor(e)
}
As you can see, Equanimity boosts crit chance even if pc.critChance() was called from CombatHelper.isCrit from CombatHelper.attemptMagicalHit from POWERS.PsychicBlast.doCombat which is a [Spell] power. Again, not sure if it's intended or not from the wording of Equanimity's description. Also, sorry for the splurge of minified code sucked from the developer console.