Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fixes minor issues with only crit ailments, and the display value for chance to apply and for dot multi #8336

Draft
wants to merge 1 commit into
base: dev
Choose a base branch
from
Draft
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
14 changes: 10 additions & 4 deletions src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3974,7 +3974,10 @@ function calcs.offence(env, actor, activeSkill)
end
local basePercent = skillData.bleedBasePercent or data.misc.BleedPercentBase
-- over-stacking bleed stacks increases the chance a critical bleed is present
local ailmentCritChance = 100 * (1 - m_pow(1 - output.CritChance / 100, m_max(globalOutput.BleedStackPotential, 1)))
local ailmentCritChance = output.CritChance
if output.BleedChanceOnHit > 0 then
ailmentCritChance = 100 * (1 - m_pow(1 - output.CritChance / 100, m_max(globalOutput.BleedStackPotential, 1)))
end

local baseMinVal = calcAilmentDamage("Bleed", ailmentCritChance, sourceMinHitDmg, 0, true) * basePercent / 100
local baseMaxVal = calcAilmentDamage("Bleed", 100, sourceMaxHitDmg, sourceMaxCritDmg, true) * basePercent / 100 * output.RuthlessBlowAilmentEffect * output.FistOfWarDamageEffect * globalOutput.AilmentWarcryEffect
Expand Down Expand Up @@ -4008,7 +4011,7 @@ function calcs.offence(env, actor, activeSkill)
globalOutput.BleedDamage = output.BaseBleedDPS * globalOutput.BleedDuration
if breakdown then
if output.CritBleedDotMulti and (output.CritBleedDotMulti ~= output.BleedDotMulti) then
local chanceFromHit = output.BleedChanceOnHit / 100 * (1 - globalOutput.CritChance / 100)
local chanceFromHit = output.BleedChanceOnHit / 100 * (1 - ailmentCritChance / 100)
local chanceFromCrit = output.BleedChanceOnCrit / 100 * ailmentCritChance / 100
local totalFromHit = chanceFromHit / (chanceFromHit + chanceFromCrit)
local totalFromCrit = chanceFromCrit / (chanceFromHit + chanceFromCrit)
Expand Down Expand Up @@ -4537,7 +4540,10 @@ function calcs.offence(env, actor, activeSkill)
end
end
-- over-stacking ignite stacks increases the chance a critical ignite is present
local ailmentCritChance = 100 * (1 - m_pow(1 - output.CritChance / 100, m_max(1, igniteStacks)))
local ailmentCritChance = output.CritChance
if output.IgniteChanceOnHit > 0 then
ailmentCritChance = 100 * (1 - m_pow(1 - output.CritChance / 100, m_max(1, igniteStacks)))
end
local baseMinVal = calcAilmentDamage("Ignite", ailmentCritChance, sourceMinHitDmg, 0, true) * data.misc.IgnitePercentBase
local baseMaxVal = calcAilmentDamage("Ignite", 100, sourceMaxHitDmg, sourceMaxCritDmg, true) * data.misc.IgnitePercentBase * output.RuthlessBlowAilmentEffect * output.FistOfWarDamageEffect * globalOutput.AilmentWarcryEffect
local baseVal = calcAilmentDamage("Ignite", ailmentCritChance, sourceHitDmg, sourceCritDmg) * data.misc.IgnitePercentBase * output.RuthlessBlowAilmentEffect * output.FistOfWarDamageEffect * globalOutput.AilmentWarcryEffect
Expand Down Expand Up @@ -4651,7 +4657,7 @@ function calcs.offence(env, actor, activeSkill)
t_insert(breakdown.IgniteDPS, s_format("%.0f to %.0f ^8(Capped Ignite DPS Range)", MinIgniteDPSCapped, MaxIgniteDPSCapped))
end
if output.CritIgniteDotMulti and (output.CritIgniteDotMulti ~= output.IgniteDotMulti) then
local chanceFromHit = output.IgniteChanceOnHit / 100 * (1 - globalOutput.CritChance / 100)
local chanceFromHit = output.IgniteChanceOnHit / 100 * (1 - ailmentCritChance / 100)
local chanceFromCrit = output.IgniteChanceOnCrit / 100 * ailmentCritChance / 100
local totalFromHit = chanceFromHit / (chanceFromHit + chanceFromCrit)
local totalFromCrit = chanceFromCrit / (chanceFromHit + chanceFromCrit)
Expand Down
Loading