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Fix Kinetic Fusillade projectile damage scaling not being capped by projectile count#9443

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LocalIdentity merged 1 commit intoPathOfBuildingCommunity:devfrom
Paliak:issue-9381
Feb 6, 2026
Merged

Fix Kinetic Fusillade projectile damage scaling not being capped by projectile count#9443
LocalIdentity merged 1 commit intoPathOfBuildingCommunity:devfrom
Paliak:issue-9381

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@Paliak Paliak commented Jan 30, 2026

Closes #9381

Description of the problem being solved:

Simply caps the ProjectileCount property by the exported kinetic_fusillade_maximum_floating_projectiles constant

Steps taken to verify a working solution:

  • Test case from issue

Link to a build that showcases this PR:

See issue

@Paliak Paliak added the bug: calculation Numerical differences label Jan 30, 2026
Signed-off-by: Paliak <91493239+Paliak@users.noreply.github.com>
@Paliak Paliak changed the title Fix cap Kinetic Fusillade projectile damage scaling Fix Kinetic Fusillade projectile damage scaling not being capped by projectile count Jan 30, 2026
@LocalIdentity LocalIdentity merged commit 2825e29 into PathOfBuildingCommunity:dev Feb 6, 2026
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Kinetic Fusillade keeps scaling damage with projectiles after the limit of 12

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