16,985
edits
(Add column name for average healing) |
(getSpecAttackMaxHit: Resolve issue with aggregation of damage from multiple special attack damage sources) |
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Line 389: | Line 389: | ||
function p.getSpecAttackMaxHit(specAttack, normalMaxHit, monster) | function p.getSpecAttackMaxHit(specAttack, normalMaxHit, monster) | ||
local bestHit = 0 | local bestHit, prevHit = 0, 0 | ||
for i, dmg in | for i, dmg in ipairs(specAttack.damage) do | ||
local thisHit = 0 | local thisHit = 0 | ||
if dmg.damageType == 'Normal' then | if dmg.damageType == 'Normal' then | ||
Line 424: | Line 424: | ||
-- TODO: This is limited in that there is no verification that bleed/poison | -- TODO: This is limited in that there is no verification that bleed/poison | ||
-- can be applied to the target, it is assumed that it can and so this applies | -- can be applied to the target, it is assumed that it can and so this applies | ||
thisHit = | thisHit = prevHit + dmg.maxPercent * 10 | ||
end | end | ||
prevHit = thisHit | |||
if thisHit > bestHit then | if thisHit > bestHit then | ||
bestHit = thisHit | bestHit = thisHit |