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I need some help to implement this to final result.
I haven't found how to get this values:
kinetic_fusillade_maximum_floating_projectiles from skill constants
attackTime from activeSkill or output
For now, i suppressed kinetic_fusillade_maximum_floating_projectiles to 12 via MAX_PROJECTILES, attackTime to 1.
I would be very grateful if someone could tell me how to get these values.
BTW @n1tr0xs, the file you modified in your patch has this line at the top:
-- This file is automatically generated, do not edit!
Just pointing this out to help in the future, try modifying src/Export/Skills/act_{int,str,dex}.txt for active skill gems. (I am new to PoB development so I am just sharing info I just learned this week to try and help out) 😄
edit: more context is available in CONTRIBUTING.md:241
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Description of the problem being solved:
Kinetic Fusillade DPS calculation currently is wrong. This caused by skill complexity.
Currently, i've implemented two types of skill:
Steps to fix Kinetic Fusillade
Steps taken to verify a working solution:
Link to a build that showcases this PR: