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Unify mob health/dmg calculations #7

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maurezen opened this issue Nov 27, 2018 · 3 comments
Open

Unify mob health/dmg calculations #7

maurezen opened this issue Nov 27, 2018 · 3 comments

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@maurezen
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@maurezen
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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.

@maurezen
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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.

@maurezen
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use function calculateDamage(number, buildString, isTrimp, noCheckAchieve, cell)
typical invocation calculateDamage(game.global.soldierCurrentAttack, false, true);
it gets an accurate pre-crit calculation in current stance, which we can then adjust for stance and crit

maurezen added a commit that referenced this issue Sep 4, 2019
deferred trimp atk calculation in autostance 1 to base game's method
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