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add support for glory generation add UI for glory generation
…OfBuilding-PoE2 into glory-generation pull from upstream dev
LocalIdentity
requested changes
Sep 24, 2025
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Missing mods
- Consuming Glory grants you 3% increased Attack damage per Glory consumed for 6 seconds, up to 60%
- Banners gain 5 Glory per second
- Skills have a (10-15)% chance to not consume Glory
- Skills have a 5% chance to not consume Glory
- Skills gain 1 Glory every 2 seconds for each Rare or Unique monster in your Presence
- Daresso's Passion
- Spear of Solaris
- Ancestral Cry
| ["active_skill_requires_X_glory"] = { | ||
| skill("gloryCost", nil), | ||
| }, | ||
| ["active_skill_generates_mp_%_glory_per_attack_hit"] = { |
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Missing Glory mods for active_skill_generates_mp_%_glory_per_heavy_stun on Hammer of the Gods and Spear of Solaris,
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True, but I don't know how to display anything meaningful for those.
The intent was to display something meaningful for players with a banner, because it's very hard to gauge as a player.
The heavy stun mechanic is much more predictable, because a warrior will already know how often he stuns.
rename variables move display from sidebar to calc fix hitrate and accuracy for banner glory/s
rename variable in parser add ShowGlory flag to toggle display on attacks
…OfBuilding-PoE2 into glory-generation merge dev into branch
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|
Resolved the rest of the issues. |
fix passive glory not scaling with increases
add glory to resources
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Description of the problem being solved:
Glory now parses.
Skills with ["active_skill_requires_X_glory"] now display a glory cost.
The monster-power glory-gain mod applies a global effect that apply to attack skills.
As such, all attack skills get "Banner glory per second" while the user has a banner, which is better than nothing to me.
(product of mod, speed and a constant acting as monster power)
Steps taken to verify a working solution:
Link to a build that showcases this PR:
maxroll
Before screenshot:
Red text.
After screenshot:
Normal attack skills:

Glory-consuming attack skills:
