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Unify mob health/dmg calculations #7
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At a bare minimum, refactor everything to use a single point of calculation. At a maximum, refactor to use game's calculation code. |
In the internals of stance/farming calculations in AutoStance2 baseDamage and baseHealth are about two orders of magnitude lesser than we actually have (observed when having an amalgamator on obliterated2, probably applies everywhere). So, applies to trimps health/dmg as well. |
use function calculateDamage(number, buildString, isTrimp, noCheckAchieve, cell) |
deferred trimp atk calculation in autostance 1 to base game's method
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