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4 changes: 3 additions & 1 deletion src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -4103,9 +4103,10 @@ function calcs.offence(env, actor, activeSkill)

-- Ratio of ailments applied : max effective ailments
globalOutput[ailment .. "StackPotential"] = ailmentStacks / maxStacks
globalOutput[ailment .. "StackPotentialPercent"] = globalOutput[ailment .. "StackPotential"] * 100
if globalBreakdown then
globalBreakdown[ailment .. "StackPotential"] = {
s_format(colorCodes.CUSTOM.."NOTE: Calculation uses a Weighted Avg formula"),
s_format(colorCodes.CUSTOM.."The percentage of your max stacks that are applied on average if you are attacking constantly"),
s_format(""),
}
if configStacks > 0 then
Expand Down Expand Up @@ -4142,6 +4143,7 @@ function calcs.offence(env, actor, activeSkill)
if globalBreakdown then
globalBreakdown[ailment .. "RollAverage"] = {
s_format(colorCodes.CUSTOM.."This is the average roll of an ailment affecting the enemy if you are constantly attacking"),
s_format(colorCodes.CUSTOM.."Uses a weighted average formula when stack potential is over 100%%"),
s_format(colorCodes.CUSTOM.."If hitting constantly, your average strongest ailment currently achieves ^7%.2f%%"..colorCodes.CUSTOM.." of its max damage", ailmentRollAverage),
s_format(""),
s_format("Average Roll:"),
Expand Down
6 changes: 3 additions & 3 deletions src/Modules/CalcSections.lua
Original file line number Diff line number Diff line change
Expand Up @@ -884,7 +884,7 @@ return {
extra = "{0:output:BleedChance}% {1:output:BleedDPS} {2:output:BleedDuration}s",
flag = "bleed",
{ label = "Max Bleed Stacks", { format = "{0:output:BleedStacksMax}", { modName = "BleedStacksMax" } }, },
{ label = "Stack Potential", { format = "{2:output:BleedStackPotential}", { breakdown = "BleedStackPotential" } }},
{ label = "Stack Potential", { format = "{2:output:BleedStackPotentialPercent}%", { breakdown = "BleedStackPotential" } }},
{ label = "Average Bleed Roll", { format = "{2:output:BleedRollAverage}%", { breakdown = "BleedRollAverage" } }},
{ label = "Chance to Bleed", { format = "{0:output:BleedChance}%",
{ breakdown = "MainHand.BleedChance" },
Expand Down Expand Up @@ -933,7 +933,7 @@ return {
extra = "{0:output:PoisonChance}% {1:output:PoisonDPS} {2:output:PoisonDuration}s",
flag = "poison",
{ label = "Max Poison Stacks", { format = "{1:output:PoisonStacksMax}", { modName = "PoisonStacks" }, }, },
{ label = "Stack Potential", { format = "{2:output:PoisonStackPotential}", { breakdown = "PoisonStackPotential" } }},
{ label = "Stack Potential", { format = "{2:output:PoisonStackPotentialPercent}%", { breakdown = "PoisonStackPotential" } }},
{ label = "Average Poison Roll", { format = "{2:output:PoisonRollAverage}%", { breakdown = "PoisonRollAverage" } }},
{ label = "Chance to Poison", { format = "{0:output:PoisonChance}%",
{ breakdown = "MainHand.PoisonChance" },
Expand Down Expand Up @@ -986,7 +986,7 @@ return {
extra = "{0:output:IgniteChancePerHit}% {1:output:IgniteDPS} {2:output:IgniteDuration}s",
flag = "ignite",
{ label = "Max Ignite Stacks", { format = "{1:output:IgniteStacksMax}", { modName = "IgniteStacks" }, }, },
{ label = "Stack Potential", { format = "{2:output:IgniteStackPotential}", { breakdown = "IgniteStackPotential" } }},
{ label = "Stack Potential", { format = "{2:output:IgniteStackPotentialPercent}%", { breakdown = "IgniteStackPotential" } }},
{ label = "Average Ignite Roll", { format = "{2:output:IgniteRollAverage}%", { breakdown = "IgniteRollAverage" } }},
{ label = "Chance to Ignite", { format = "{0:output:IgniteChancePerHit}%",
{ breakdown = "MainHand.IgniteChance" },
Expand Down
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