Fix Minion Pact damage applying without nearby minions#1906
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unrealdreamz wants to merge 1 commit into
Open
Fix Minion Pact damage applying without nearby minions#1906unrealdreamz wants to merge 1 commit into
unrealdreamz wants to merge 1 commit into
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Summary
Root Cause
Minion Pact's data description says it only takes effect when there is a minion with enough life to drain, but the stat map emitted an unconditional
Damage MOREmodifier. As a result, any supported player skill received Minion Pact damage even when the build had no minion state at all.Fix
The support stat now carries a
MultiplierThresholdonMinionPresenceCount >= 1. This reuses the existing configuration path for nearby minions instead of adding a new UI surface or inventing broader minion simulation.Validation
gh pr list --repo PathOfBuildingCommunity/PathOfBuilding-PoE2 --state open -S '1724' --json number,title,headRefName,author,url --jq '.'→[]gh pr list --repo PathOfBuildingCommunity/PathOfBuilding-PoE2 --state open -S '"Minion Pact"' --json number,title,headRefName,author,url --jq '.'→[]git diff --check→ pass (CRLF warning only)git diff --cached --check→ pass (CRLF warning only)git show --check --stat --oneline HEAD→ passI did not run the containerized Busted suite locally; this machine is currently being kept free of extra containers/windows. The included spec is targeted at the changed support stat path.
Risk / Rollback
Risk is localized to Minion Pact I/II. Builds using Minion Pact now need an explicit minion-in-presence count for its conditional damage to apply. Rollback is a revert of this commit.
Fixes #1724