Special case for 0 damage prop/elem raw

more accurate in most cases. todo: true average damage calc
This commit is contained in:
hppeng 2022-07-14 21:52:23 -07:00
parent 5a3a70550a
commit 41dee0dfbe

View file

@ -77,7 +77,7 @@ function calculateSpellDamage(stats, weapon, _conversions, use_spell_damage, ign
// 2.2. Next, apply elemental conversions using damage computed in step 1.1. // 2.2. Next, apply elemental conversions using damage computed in step 1.1.
// Also, track which elements are present. (Add onto those present in the weapon itself.) // Also, track which elements are present. (Add onto those present in the weapon itself.)
let total_convert = 0; //TODO get confirmation that this is how raw works. let total_convert = 0;
for (let i = 1; i <= 5; ++i) { for (let i = 1; i <= 5; ++i) {
if (conversions[i] > 0) { if (conversions[i] > 0) {
const conv_frac = conversions[i]/100; const conv_frac = conversions[i]/100;
@ -151,11 +151,23 @@ function calculateSpellDamage(stats, weapon, _conversions, use_spell_damage, ign
let min_boost = raw_boost; let min_boost = raw_boost;
let max_boost = raw_boost; let max_boost = raw_boost;
if (total_max > 0) { // TODO: what about total negative all raw? if (total_max > 0) { // TODO: what about total negative all raw?
min_boost += (damages_obj[0] / total_min) * prop_raw; // TODO: compute actual chance of 0 damage. For now we just copy max ratio
if (total_min === 0) {
min_boost += (damages_obj[1] / total_max) * prop_raw;
}
else {
min_boost += (damages_obj[0] / total_min) * prop_raw;
}
max_boost += (damages_obj[1] / total_max) * prop_raw; max_boost += (damages_obj[1] / total_max) * prop_raw;
} }
if (i != 0 && total_elem_max > 0) { // rainraw TODO above if (i != 0 && total_elem_max > 0) { // rainraw TODO above
min_boost += (damages_obj[0] / total_elem_min) * rainbow_raw; // TODO: compute actual chance of 0 damage. For now we just copy max ratio
if (total_elem_min === 0) {
min_boost += (damages_obj[1] / total_elem_max) * rainbow_raw;
}
else {
min_boost += (damages_obj[0] / total_elem_min) * rainbow_raw;
}
max_boost += (damages_obj[1] / total_elem_max) * rainbow_raw; max_boost += (damages_obj[1] / total_elem_max) * rainbow_raw;
} }
damages_obj[0] += min_boost * total_convert; damages_obj[0] += min_boost * total_convert;