phreddrickk
Member
Just as a note first, I unfortunately don't know exactly how these modifiers interact with the soft cap in the real world.
But,
A user with this modtrace is getting a 1-turn CS -combat test rather than a 3-turn one. I've looked at (most) other possibilities, and it feels like the most likely scenario is that their softcapped combat rate should be -40, because of the way Disgeist stacks with Blessing of the Bird.
That being said, I'm not sure how this would count for things other than CS. Would someone running -20 from regular sources and a -7 combat source get -25.4% combat? Would they just get -25%, but be a little closer to hitting -26%? The world may never know!
This is normally a pretty negligible effect. It seems to me the easiest way to "fix" this would be to expose the unsoftcapped -combat rate to scripts and to users. And while we're there, we can apply the recently-ish-added hardcap to combat rate modifiers.
If we make it another numeric modifier, that would have the kind-of-funny effect of behaving identically to the current modifier when analyzing individual items/familiars/etc, but behaving very differently when used more generally. It could also be exposed as an ash function, but that feels mostly inconsistent with current behavior. There are functions for meat drop, item drop, and familiar weight modifiers, though, and I'm not sure whether those just predate the modifier system or if they have another valuable niche.
But,

A user with this modtrace is getting a 1-turn CS -combat test rather than a 3-turn one. I've looked at (most) other possibilities, and it feels like the most likely scenario is that their softcapped combat rate should be -40, because of the way Disgeist stacks with Blessing of the Bird.
That being said, I'm not sure how this would count for things other than CS. Would someone running -20 from regular sources and a -7 combat source get -25.4% combat? Would they just get -25%, but be a little closer to hitting -26%? The world may never know!
This is normally a pretty negligible effect. It seems to me the easiest way to "fix" this would be to expose the unsoftcapped -combat rate to scripts and to users. And while we're there, we can apply the recently-ish-added hardcap to combat rate modifiers.
If we make it another numeric modifier, that would have the kind-of-funny effect of behaving identically to the current modifier when analyzing individual items/familiars/etc, but behaving very differently when used more generally. It could also be exposed as an ash function, but that feels mostly inconsistent with current behavior. There are functions for meat drop, item drop, and familiar weight modifiers, though, and I'm not sure whether those just predate the modifier system or if they have another valuable niche.