@@ -1385,7 +1385,6 @@ function ItemClass:BuildModListForSlotNum(baseList, slotNum)
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local energyShieldVariance = (self .base .armour .EnergyShieldBaseMax or 0 ) - (self .base .armour .EnergyShieldBaseMin or 0 )
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local armourEnergyShieldBase = calcLocal (modList , " ArmourAndEnergyShield" , " BASE" , 0 )
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local wardBase = calcLocal (modList , " Ward" , " BASE" , 0 ) + (self .base .armour .WardBaseMin or 0 )
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- local blockBase = calcLocal (modList , " BlockChance" , " BASE" , 0 )
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local wardVariance = (self .base .armour .WardBaseMax or 0 ) - (self .base .armour .WardBaseMin or 0 )
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local armourInc = calcLocal (modList , " Armour" , " INC" , 0 )
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local armourEvasionInc = calcLocal (modList , " ArmourAndEvasion" , " INC" , 0 )
@@ -1394,7 +1393,6 @@ function ItemClass:BuildModListForSlotNum(baseList, slotNum)
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local energyShieldInc = calcLocal (modList , " EnergyShield" , " INC" , 0 )
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local wardInc = calcLocal (modList , " Ward" , " INC" , 0 )
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local armourEnergyShieldInc = calcLocal (modList , " ArmourAndEnergyShield" , " INC" , 0 )
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- local blockInc = calcLocal (modList , " BlockChance" , " INC" , 0 )
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local defencesInc = calcLocal (modList , " Defences" , " INC" , 0 )
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local qualityScalar = self .quality
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if calcLocal (modList , " AlternateQualityArmour" , " BASE" , 0 ) > 0 then
@@ -1437,7 +1435,7 @@ function ItemClass:BuildModListForSlotNum(baseList, slotNum)
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end
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if self .base .armour .BlockChance then
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- armourData .BlockChance = m_floor ((self .base .armour .BlockChance + blockBase ) * (1 + blockInc / 100 ))
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+ armourData .BlockChance = m_floor ((self .base .armour .BlockChance + calcLocal ( modList , " BlockChance " , " BASE " , 0 )) * (1 + calcLocal ( modList , " BlockChance " , " INC " , 0 ) / 100 ))
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end
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if self .base .armour .MovementPenalty then
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modList :NewMod (" MovementSpeed" , " INC" , - self .base .armour .MovementPenalty , self .modSource , { type = " Condition" , var = " IgnoreMovementPenalties" , neg = true })
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