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t_insert(breakdown[recoupType.."RecoupRecoveryMax"], s_format("= %.2f per second ^8", output[recoupType.."RecoupRecoveryMax"]))
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t_insert(breakdown[recoupType.."RecoupRecoveryAvg"], s_format("/ %.2f ^8(total time of the recoup (survival time + %d seconds))", (output["EHPsurvivalTime"] +recoupTime), recoupTime))
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t_insert(breakdown[recoupType.."RecoupRecoveryAvg"], s_format("/ %.2f ^8(total time of the recoup (survival time + %d seconds))", (output["EHPSurvivalTime"] +recoupTime), recoupTime))
t_insert(breakdown[recoupType.."RecoupRecoveryAvg"], s_format("/ %.2f ^8(total time of the recoup (survival time + %d seconds)", (output["EHPsurvivalTime"] +PseudoRecoupDuration), PseudoRecoupDuration))
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t_insert(breakdown[recoupType.."RecoupRecoveryAvg"], s_format("/ %.2f ^8(total time of the recoup (survival time + %d seconds)", (output["EHPSurvivalTime"] +PseudoRecoupDuration), PseudoRecoupDuration))
t_insert(breakdown[recoupType.."RecoupRecoveryAvg"], s_format("/ %.2f ^8(total time of the recoup (survival time + %d seconds)", (output["EHPsurvivalTime"] +extraPseudoRecoup[recoupType][2]), extraPseudoRecoup[recoupType][2]))
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t_insert(breakdown[recoupType.."RecoupRecoveryAvg"], s_format("/ %.2f ^8(total time of the recoup (survival time + %d seconds)", (output["EHPSurvivalTime"] +extraPseudoRecoup[recoupType][2]), extraPseudoRecoup[recoupType][2]))
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end
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t_insert(breakdown[recoupType.."RecoupRecoveryAvg"], s_format("= %.2f per second ^8", output[recoupType.."RecoupRecoveryAvg"]))
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end
@@ -2787,7 +2787,7 @@ function calcs.buildDefenceEstimations(env, actor)
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ifoutput.preventedLifeLossTotal>0and (output["LifeLossLostOverTime"] andoutput["LifeBelowHalfLossLostOverTime"]) then
Copy file name to clipboardExpand all lines: src/Modules/ConfigOptions.lua
+1-1Lines changed: 1 addition & 1 deletion
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@@ -836,7 +836,7 @@ Huge sets the radius to 11.
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end
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end },
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{ var="ruthlessSupportMode", type="list", label="Ruthless Support Mode:", ifSkill="Ruthless", tooltip="Controls how the hit/ailment effect of Ruthless Support is calculated:\n\tAverage: damage is based on the average application\n\tMax Effect: damage is based on maximum effect", list= {{val="AVERAGE",label="Average"},{val="MAX",label="Max Effect"}} },
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{ var="ChanceToIgnoreEnemyPhysicalDamageReductionMode", type="list", label="Chance To Ignore PDR Mode:", ifMod="ChanceToIgnoreEnemyPhysicalDamageReduction", tooltip="Controls how the chance on hit to ignore enemy physical damage reduction is calculated:\n\tMinimum: never ignores unless chance is atleast 100%\n\tAverage: damage is based on the average application\n\tMax Effect: always ignores if you have any chance", list= {{val="MIN",label="Minimum"},{val="AVERAGE",label="Average"},{val="MAX",label="Max Effect"}}, defaultIndex=2 },
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{ var="ChanceToIgnoreEnemyPhysicalDamageReductionMode", type="list", label="Chance To Ignore PDR Mode:", ifMod="ChanceToIgnoreEnemyPhysicalDamageReduction", tooltip="Controls how the chance on hit to ignore enemy physical damage reduction is calculated:\n\tMinimum: never ignores unless chance is at least 100%\n\tAverage: damage is based on the average application\n\tMax Effect: always ignores if you have any chance", list= {{val="MIN",label="Minimum"},{val="AVERAGE",label="Average"},{val="MAX",label="Max Effect"}}, defaultIndex=2 },
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{ var="overrideBloodCharges", type="countAllowZero", label="# of Blood Charges (if not maximum):", ifMult="BloodCharge", apply=function(val, modList, enemyModList)
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