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4 changes: 2 additions & 2 deletions src/Modules/CalcDefence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -366,7 +366,7 @@ function calcs.applyDmgTakenConversion(activeSkill, output, breakdown, sourceTyp
local resMult = 1 - resist / 100
local reductMult = 1

local percentOfArmourApplies = m_min((not activeSkill.skillModList:Flag(nil, "ArmourDoesNotApplyTo"..damageType.."DamageTaken") and activeSkill.skillModList:Sum("BASE", nil, "ArmourAppliesTo"..damageType.."DamageTaken") or 0), 100)
local percentOfArmourApplies = (not activeSkill.skillModList:Flag(nil, "ArmourDoesNotApplyTo"..damageType.."DamageTaken") and activeSkill.skillModList:Sum("BASE", nil, "ArmourAppliesTo"..damageType.."DamageTaken") or 0)
if percentOfArmourApplies > 0 then
local effArmour = (output.Armour * percentOfArmourApplies / 100) * (1 + output.ArmourDefense)
-- effArmour needs to consider the "EvasionAddsToPdr" flag mod, and add the evasion to armour
Expand Down Expand Up @@ -2255,7 +2255,7 @@ function calcs.buildDefenceEstimations(env, actor)
--armour/PDR calculations
local armourReduct = 0
local impaleArmourReduct = 0
local percentOfArmourApplies = m_min((not modDB:Flag(nil, "ArmourDoesNotApplyTo"..damageType.."DamageTaken") and modDB:Sum("BASE", nil, "ArmourAppliesTo"..damageType.."DamageTaken") or 0), 100)
local percentOfArmourApplies = (not modDB:Flag(nil, "ArmourDoesNotApplyTo"..damageType.."DamageTaken") and modDB:Sum("BASE", nil, "ArmourAppliesTo"..damageType.."DamageTaken") or 0)
local effectiveAppliedArmour = (output.Armour * percentOfArmourApplies / 100) * (1 + output.ArmourDefense)
local effectiveArmourFromArmour = effectiveAppliedArmour;
local effectiveArmourFromOther = { }
Expand Down