Comments (3)
At a bare minimum, refactor everything to use a single point of calculation.
At a maximum, refactor to use game's calculation code.
from autotrimps.
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.
from autotrimps.
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
from autotrimps.
Related Issues (20)
- Equality support for U2 HOT 6
- AutoStance shouldn't set formation in U2 HOT 1
- Add scruffy exp graphs HOT 2
- Add pet exp/hr autoportal target
- Automatically invoke nature empowerment HOT 1
- 5.4.0 update HOT 1
- AutoPerks can't survive U1/U2 switch without reload
- Universe-specific AT settings
- Cross-universe dailies
- 5.4.4 support
- Refactor perk types
- AutoPerk calculates price in a cycle
- Add runetrinkets graph
- 5.5.0 update HOT 4
- Autoperks unrealistic assignments
- Incorrect autoportal settings get the AT stuck on portal HOT 1
- 5.6.0 update
- 5.7.0 update
- 5.8.0 update HOT 1
- 5.9.0 update
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from autotrimps.