Quoting Ptarth, reply 20The patch notes describe everything that was changed in the lua. There weren't any hidden updates this time that I noticed. If Sorian made any additional changes they are in the executable and not easily visible.
If I'm not mistaken, Electrocution is half fixed. They changed the buff multiplier to -1 which is mostly correct. However, it doesn't eliminate regeneration, what it does is adds a -100% modifier to regen.
Why would they do that lol.. couldn't you just multiply the regen values by 0 and be done with it?
Actually, not exactly.
So, consider this. You have the following buffs from three different items.
- 100% mana regeneration
- 50% mana regeneration
- 50 % mana regeneration
How much mana regeneration should you have total?
Well, there are a couple of ways to do it.
- You could multiply everything together.
- Mana regeneration * 100% * 50% * 50%.
- End result: 25% mana regeneration.
- You could convert to additional mana increases
- Mana regeneration * (100% + 100%) * (100% + 50%) * (100% + 50%)
- End result: 450% mana regeneration.
- You can add the multipliers
- Mana regeneration * (100% + 100% +50% + 50%)
- End result: 200% mana regeneration
The method that GPG chose was option C. Which corresponds to ones general idea. The problem was that to implement no regeneration, the first method was just set the multiplier to 0 (as Splitshadow suggests). That would work in Option A, but not the others. The current method is to set regeneration to -100%, which almost, but doesn't quite do what is desired. It does work for health because there are not +% health regeneration items. But it doesn't work for mana, because there are +% mana regeneration.
To solve the problem in the UberFix I added a new function called Set, in addition to the previously existing functions add and multiply. If Set is used, it sets the buff value to Set value after all other modifiers are applied.