Fix EO incorrectly setting ailment chance to 0% for critical strikes#9061
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LocalIdentity merged 3 commits intoPathOfBuildingCommunity:devfrom Oct 30, 2025
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Allocating Elemental Overload falsely set ailment chance to `0%` for critical strikes. However, it should only make ailments from crit be treated as if they were from non-critical strikes. So the chance should only be `0%` if Perfect Agony is also allocated.
This was mostly for effects on non-damaging ailments
- After an undocumented mechanical change in version 3.25.0 (the stat text did not change), this stat also appears to prevent any conditional stats or interactions for ailments on critical strike.[3] For example, this prevents the inherent ability to apply elemental ailments on crit, and also prevents Adder's Touch or Secrets of Suffering from applying poison or alternate ailments on crit. Note that it does not prevent the application of ailments from chance-based sources or chill on a hit that critically strikes, though the ailment will not be considered from a crit and cannot be scaled through crit-related stats. - If combined with Perfect Agony, you will no longer be able to apply ailments with hits.
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Fixes #8827 .
Allocating Elemental Overload falsely set ailment chance to
0%for critical strikes. However, it should only make ailments from crit be treated as if they were from non-critical strikes.So the chance should only be
0%if Perfect Agony is also allocated.Link to relevant section on Wiki
Steps taken to verify a working solution:
chancemodifiers that only apply to critical strikes like "Adder's Touch" passive notableLimitations:
Link to a build that showcases this PR:
Ailment Test Build
Before screenshot:
With EO:



After screenshot:
With EO:



With PA and EO: (No more ailments)

With just PA (Bleed chance is still wrong, as mentioned in "Limitations":
