From 40a9291252979c60fc363cdb83d57b4b3e8ca72d Mon Sep 17 00:00:00 2001 From: Regisle Date: Thu, 10 Oct 2024 12:34:21 +1030 Subject: [PATCH] Fixes the display value for chance to apply and for dot multi --- src/Modules/CalcOffence.lua | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) diff --git a/src/Modules/CalcOffence.lua b/src/Modules/CalcOffence.lua index 6393f3f9a6..38fcc45e89 100644 --- a/src/Modules/CalcOffence.lua +++ b/src/Modules/CalcOffence.lua @@ -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 @@ -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) @@ -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 @@ -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)