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CelestiaTheDryadWires77LocalIdentity
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Fix numerous issues in bleed calculations (#7771)
* Fix numerous issues in bleed calculations - Chance to bleed was applied in the incorrect location - Chance to hit was applied incorrectly - Bleed stacks and stack potential was overwritten with incorrect values at times - Crimson Dance calculations were broken - Bleed stack potential was incorrectly applied to per-stack bleed damage - Multiple damage formulas were used simultaneously - Output from multiple formulas did not align with numbers displayed to user * Add test for bleed fix * Fix ailment test * fix bleed not reflecting different chances on crits * Apply ailment chance and stack fixes to ignite and poison * Fix Bleed/Ignite chance breakdown * Apply instant ability ailment fix -fixes nan / divide by 0 for hit like corpse explosion * Move poison stacks affect into calcs tab * Integrate new formula for average roll --------- Co-authored-by: Wires77 <Wires77@users.noreply.github.com> Co-authored-by: LocalIdentity <localidentity2@gmail.com>
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spec/System/TestAilments_spec.lua

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@@ -19,4 +19,24 @@ describe("TestAilments", function()
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runCallback("OnFrame")
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assert.are.equals(round(50 + 10 + 40), build.calcsTab.mainOutput.MaximumShock)
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end)
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it("bleed is buffed by bleed chance", function()
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build.itemsTab:CreateDisplayItemFromRaw("New Item\nKarui Chopper")
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build.itemsTab:AddDisplayItem()
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build.skillsTab:PasteSocketGroup("Slot: Weapon 1\nHeavy Strike 1/0 Default 1\n")
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build.configTab.input.customMods = "\z
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attacks have 10% chance to cause bleeding\n\z
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"
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build.configTab:BuildModList()
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runCallback("OnFrame")
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local badDps = build.calcsTab.mainOutput.BleedDPS
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build.configTab.input.customMods = "\z
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attacks have 100% chance to cause bleeding\n\z
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"
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build.configTab:BuildModList()
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runCallback("OnFrame")
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local goodDps = build.calcsTab.mainOutput.BleedDPS
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assert.True(goodDps > badDps)
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end)
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end)

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