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2 changes: 1 addition & 1 deletion src/Classes/CalcSectionControl.lua
Original file line number Diff line number Diff line change
Expand Up @@ -278,7 +278,7 @@ function CalcSectionClass:Draw(viewPort, noTooltip)
if self.calcsTab:SearchMatch(rowData.label) then
textColor = colorCodes.HIGHLIGHT
end
DrawString(x + 132, lineY + 2, "RIGHT_X", 16, "VAR", textColor..rowData.label.."^7:")
DrawString(x + 132, lineY + 2, "RIGHT_X", 16, "VAR", textColor..rowData.label..":")
end
for colour, colData in ipairs(rowData) do
-- Draw column separator at the left end of the cell
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4 changes: 2 additions & 2 deletions src/Modules/CalcDefence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2353,11 +2353,11 @@ function calcs.buildDefenceEstimations(env, actor)
if armourReduct ~= 0 then
if (percentOfArmourApplies ~= (damageType == "Physical" and 100 or 0)) and (percentOfArmourApplies > 0) then
t_insert(breakdown[damageType.."DamageReduction"], s_format("%d%% percent of Armour applies", percentOfArmourApplies))
t_insert(breakdown[damageType.."DamageReduction"], s_format("Armour contributing to reduction: %d", effectiveArmourFromArmour))
end
if effectiveArmourFromArmour == effectiveAppliedArmour then
t_insert(breakdown[damageType.."DamageReduction"], s_format("Reduction from Armour: %d%%", armourReduct))
else
t_insert(breakdown[damageType.."DamageReduction"], s_format("Armour contributing to reduction: %d", effectiveArmourFromArmour))
else
for source, amount in pairs(effectiveArmourFromOther) do
t_insert(breakdown[damageType.."DamageReduction"], s_format("%d%% percent of %s applies", percentOfEvasionApplies, source))
t_insert(breakdown[damageType.."DamageReduction"], s_format("%s contributing to reduction: %d",source, amount))
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8 changes: 4 additions & 4 deletions src/Modules/CalcSections.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1619,19 +1619,19 @@ return {
{ breakdown = "PhysicalDamageReduction" },
{ modName = { "PhysicalDamageReduction", "PhysicalDamageReductionWhenHit", "ArmourDoesNotApplyToPhysicalDamageTaken", "DamageReductionMax", "PhysicalDamageReductionMax" } },
}, },
{ label = "Fire Dmg. Reduct", haveOutput = "FireDamageReduction", { format = "{0:output:FireDamageReduction}%",
{ label = colorCodes.FIRE.."Fire Dmg. Reduct", haveOutput = "FireDamageReduction", { format = "{0:output:FireDamageReduction}%",
{ breakdown = "FireDamageReduction" },
{ modName = { "FireDamageReduction", "ElementalDamageReduction", "ArmourAppliesToFireDamageTaken", "SelfIgnoreFireResistance", "DamageReductionMax" } },
}, },
{ label = "Cold Dmg. Reduct", haveOutput = "ColdDamageReduction", { format = "{0:output:ColdDamageReduction}%",
{ label = colorCodes.COLD.."Cold Dmg. Reduct", haveOutput = "ColdDamageReduction", { format = "{0:output:ColdDamageReduction}%",
{ breakdown = "ColdDamageReduction" },
{ modName = { "ColdDamageReduction", "ElementalDamageReduction", "ArmourAppliesToColdDamageTaken", "SelfIgnoreColdResistance", "DamageReductionMax" } },
}, },
{ label = "Light. Dmg. Reduct", haveOutput = "LightningDamageReduction", { format = "{0:output:LightningDamageReduction}%",
{ label = colorCodes.LIGHTNING.."Light. Dmg. Reduct", haveOutput = "LightningDamageReduction", { format = "{0:output:LightningDamageReduction}%",
{ breakdown = "LightningDamageReduction" },
{ modName = { "LightningDamageReduction", "ElementalDamageReduction", "ArmourAppliesToLightningDamageTaken", "SelfIgnoreLightningResistance", "DamageReductionMax" } },
}, },
{ label = "Chaos Dmg. Reduct", haveOutput = "ChaosDamageReduction", { format = "{0:output:ChaosDamageReduction}%",
{ label = colorCodes.CHAOS.."Chaos Dmg. Reduct", haveOutput = "ChaosDamageReduction", { format = "{0:output:ChaosDamageReduction}%",
{ breakdown = "ChaosDamageReduction" },
{ modName = { "ChaosDamageReduction", "ArmourAppliesToChaosDamageTaken", "SelfIgnoreChaosResistance", "DamageReductionMax" } },
}, },
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