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Second Wind's Extra Cooldown Uses Mess With Warcry Uptime #3074

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Open
2 tasks done
Yagaton opened this issue Aug 1, 2021 · 1 comment · May be fixed by #8599
Open
2 tasks done

Second Wind's Extra Cooldown Uses Mess With Warcry Uptime #3074

Yagaton opened this issue Aug 1, 2021 · 1 comment · May be fixed by #8599
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bug Something isn't working good first issue Good for newcomers

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@Yagaton
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Yagaton commented Aug 1, 2021

Check version

  • I'm running the latest version of Path of Building and I've verified this by checking the changelog

Check for duplicates

  • I've checked for duplicate issues by using the search function of the issue tracker

What is the expected behaviour/value?

Warcry Uptime shouldn't increase with extra Cooldown Uses

What is the actual behaviour/value?

Warcry uptime goes from 35% to 100% with 2 extra cooldown

How to reproduce the issue

Select Intimidating Cry
Add Anomalous Second Wind
Select any Melee Skill and Weapon
Look at difference in Warcry uptime with Second Wind on/off

Build code

https://pastebin.com/ujiru2nH

Screenshots

With Anomalous Second Wind

image

VS without

image

@Yagaton Yagaton added the bug Something isn't working label Aug 1, 2021
@QuickStick123 QuickStick123 added the good first issue Good for newcomers label Feb 28, 2023
@CedrN
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CedrN commented Apr 19, 2025

What is the intended behaviour here?

In CalcOffence.lua the baseUptimeRatio gets multiplied by the stored uses (from Second wind e.g. and other sources):
globalOutput.IntimidatingUpTimeRatio = m_min(100, baseUptimeRatio * storedUses)

This behaviour is not reflected in the tooltip. I think only the tooltip (see screenshots above) needs to be updated since additional cooldown uses do factually increase the uptime as far as i am aware?

Example new tooltip:

Image

@CedrN CedrN linked a pull request Apr 19, 2025 that will close this issue
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Labels
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3 participants