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Make stack potential more understandable (#609)
Change the note for stack potential to explain what it is, and display it as a percent instead of a float. Move the note about using a weighted formula to the roll average breakdown, since that's where it's calculated. Also clarify when the weighted average is used.
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+6
-4
lines changed

2 files changed

+6
-4
lines changed

src/Modules/CalcOffence.lua

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -4122,9 +4122,10 @@ function calcs.offence(env, actor, activeSkill)
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-- Ratio of ailments applied : max effective ailments
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globalOutput[ailment .. "StackPotential"] = ailmentStacks / maxStacks
4125+
globalOutput[ailment .. "StackPotentialPercent"] = globalOutput[ailment .. "StackPotential"] * 100
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if globalBreakdown then
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globalBreakdown[ailment .. "StackPotential"] = {
4127-
s_format(colorCodes.CUSTOM.."NOTE: Calculation uses a Weighted Avg formula"),
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s_format(colorCodes.CUSTOM.."The percentage of your max stacks that are applied on average if you are attacking constantly"),
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s_format(""),
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}
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if configStacks > 0 then
@@ -4161,6 +4162,7 @@ function calcs.offence(env, actor, activeSkill)
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if globalBreakdown then
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globalBreakdown[ailment .. "RollAverage"] = {
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s_format(colorCodes.CUSTOM.."This is the average roll of an ailment affecting the enemy if you are constantly attacking"),
4165+
s_format(colorCodes.CUSTOM.."Uses a weighted average formula when stack potential is over 100%%"),
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s_format(colorCodes.CUSTOM.."If hitting constantly, your average strongest ailment currently achieves ^7%.2f%%"..colorCodes.CUSTOM.." of its max damage", ailmentRollAverage),
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s_format(""),
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s_format("Average Roll:"),

src/Modules/CalcSections.lua

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -886,7 +886,7 @@ return {
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extra = "{0:output:BleedChance}% {1:output:BleedDPS} {2:output:BleedDuration}s",
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flag = "bleed",
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{ label = "Max Bleed Stacks", { format = "{0:output:BleedStacksMax}", { modName = "BleedStacksMax" } }, },
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{ label = "Stack Potential", { format = "{2:output:BleedStackPotential}", { breakdown = "BleedStackPotential" } }},
889+
{ label = "Stack Potential", { format = "{2:output:BleedStackPotentialPercent}%", { breakdown = "BleedStackPotential" } }},
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{ label = "Average Bleed Roll", { format = "{2:output:BleedRollAverage}%", { breakdown = "BleedRollAverage" } }},
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{ label = "Chance to Bleed", { format = "{0:output:BleedChance}%",
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{ breakdown = "MainHand.BleedChance" },
@@ -935,7 +935,7 @@ return {
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extra = "{0:output:PoisonChance}% {1:output:PoisonDPS} {2:output:PoisonDuration}s",
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flag = "poison",
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{ label = "Max Poison Stacks", { format = "{1:output:PoisonStacksMax}", { modName = "PoisonStacks" }, }, },
938-
{ label = "Stack Potential", { format = "{2:output:PoisonStackPotential}", { breakdown = "PoisonStackPotential" } }},
938+
{ label = "Stack Potential", { format = "{2:output:PoisonStackPotentialPercent}%", { breakdown = "PoisonStackPotential" } }},
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{ label = "Average Poison Roll", { format = "{2:output:PoisonRollAverage}%", { breakdown = "PoisonRollAverage" } }},
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{ label = "Chance to Poison", { format = "{0:output:PoisonChance}%",
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{ breakdown = "MainHand.PoisonChance" },
@@ -988,7 +988,7 @@ return {
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extra = "{0:output:IgniteChancePerHit}% {1:output:IgniteDPS} {2:output:IgniteDuration}s",
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flag = "ignite",
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{ label = "Max Ignite Stacks", { format = "{1:output:IgniteStacksMax}", { modName = "IgniteStacks" }, }, },
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{ label = "Stack Potential", { format = "{2:output:IgniteStackPotential}", { breakdown = "IgniteStackPotential" } }},
991+
{ label = "Stack Potential", { format = "{2:output:IgniteStackPotentialPercent}%", { breakdown = "IgniteStackPotential" } }},
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{ label = "Average Ignite Roll", { format = "{2:output:IgniteRollAverage}%", { breakdown = "IgniteRollAverage" } }},
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{ label = "Chance to Ignite", { format = "{0:output:IgniteChancePerHit}%",
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{ breakdown = "MainHand.IgniteChance" },

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