Skip to content

Commit

Permalink
Removed hit chance for attacks since attacks cannot miss
Browse files Browse the repository at this point in the history
  • Loading branch information
Musholic committed Apr 16, 2024
1 parent f629743 commit 0db07cd
Show file tree
Hide file tree
Showing 2 changed files with 2 additions and 51 deletions.
15 changes: 2 additions & 13 deletions src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1718,19 +1718,8 @@ function calcs.offence(env, actor, activeSkill)
}
end
end
if not isAttack or skillModList:Flag(cfg, "CannotBeEvaded") or skillData.cannotBeEvaded or (env.mode_effective and enemyDB:Flag(nil, "CannotEvade")) then
output.AccuracyHitChance = 100
else
local enemyEvasion = m_max(round(calcLib.val(enemyDB, "Evasion")), 0)
output.AccuracyHitChance = calcs.hitChance(enemyEvasion, accuracyVsEnemy) * calcLib.mod(skillModList, cfg, "HitChance")
if breakdown then
breakdown.AccuracyHitChance = {
"Enemy level: "..env.enemyLevel..(env.configInput.enemyLevel and " ^8(overridden from the Configuration tab" or " ^8(can be overridden in the Configuration tab)"),
"Enemy evasion: "..enemyEvasion,
"Approximate hit chance: "..output.AccuracyHitChance.."%",
}
end
end
-- A hit cannot miss in Last Epoch
output.AccuracyHitChance = 100
--enemy block chance
output.enemyBlockChance = m_max(m_min((enemyDB:Sum("BASE", cfg, "BlockChance") or 0), 100) - skillModList:Sum("BASE", cfg, "reduceEnemyBlock"), 0)
if enemyDB:Flag(nil, "CannotBlockAttacks") and isAttack then
Expand Down
38 changes: 0 additions & 38 deletions src/Modules/CalcSections.lua
Original file line number Diff line number Diff line change
Expand Up @@ -543,44 +543,6 @@ return {
{ label = "Burst Damage", haveOutput = "ShowBurst", { format = "{1:output:AverageBurstDamage}", { breakdown = "AverageBurstDamage" }, }, },
} }
} },
{ 1, "HitChance", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Accuracy", data = {
extra = "{0:output:HitChance}%",
flag = "attack",
{ label = "MH Accuracy", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.Accuracy}",
{ breakdown = "MainHand.Accuracy" },
{ modName = "Accuracy", cfg = "weapon1" },
}, },
{ label = "MH Chance to Hit", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.AccuracyHitChance}%",
{ breakdown = "MainHand.AccuracyHitChance" },
{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
}, },
{ label = "MH Chance to Hit", haveOutput = "MainHand.enemyBlockChance", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.HitChance}%",
{ breakdown = "MainHand.HitChance" },
{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
{ label = "Enemy Block", modName = { "BlockChance" }, enemy = true },
{ label = "Block Chance Reduction", cfg = "skill", modName = { "reduceEnemyBlock" } },
{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
}, },
{ label = "OH Accuracy", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.Accuracy}",
{ breakdown = "OffHand.Accuracy" },
{ modName = "Accuracy", cfg = "weapon2" },
}, },
{ label = "OH Chance to Hit", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.AccuracyHitChance}%",
{ breakdown = "OffHand.AccuracyHitChance" },
{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
}, },
{ label = "OH Chance to Hit", haveOutput = "OffHand.enemyBlockChance", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.HitChance}%",
{ breakdown = "OffHand.HitChance" },
{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
{ label = "Enemy Block", modName = { "BlockChance" }, enemy = true },
{ label = "Block Chance Reduction", cfg = "skill", modName = { "reduceEnemyBlock" } },
{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
}, },
{ label = "Effect of Blind", haveOutput = "BlindEffectMod", { format = "{0:output:BlindEffectMod}%", { breakdown = "BlindEffectMod" }, { modName = { "BlindEffect", "BuffEffectOnSelf" }, }, } },
} }
} },
{ 1, "Bleed", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Bleed", data = {
extra = "{0:output:BleedChance}% {1:output:BleedDPS} {2:output:BleedDuration}s",
flag = "bleed",
Expand Down

0 comments on commit 0db07cd

Please sign in to comment.