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LocalIdentity
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Fix impale tests
New phys damage reduction cap was breaking them
1 parent 849838f commit ccc2cd6

1 file changed

Lines changed: 12 additions & 12 deletions

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spec/System/TestImpale_spec.lua

Lines changed: 12 additions & 12 deletions
Original file line numberDiff line numberDiff line change
@@ -112,34 +112,34 @@ describe("TestAttacks", function()
112112
build.configTab.input.customMods = "\z
113113
never deal critical strikes\n\z
114114
"
115-
build.configTab.input.enemyPhysicalReduction = 10
115+
build.configTab.input.enemyPhysicalReduction = 8
116116
build.configTab.input.enemyArmour = 1000 -- 50% dr for 200 damage, 66.6% dr for 100 dmg (impale stacks)
117117
build.configTab:BuildModList()
118118
runCallback("OnFrame")
119119

120120
-- dam * (1 - (armourDR + additionalDR)
121-
assert.are.equals(200 * (1 - (0.5 + 0.1)), build.calcsTab.mainOutput.MainHand.PhysicalHitAverage)
121+
assert.are.equals(200 * (1 - (0.5 + 0.08)), build.calcsTab.mainOutput.MainHand.PhysicalHitAverage)
122122
assert.are.equals(200, build.calcsTab.mainOutput.MainHand.impaleStoredHitAvg)
123123
assert.are.equals(200, build.calcsTab.mainOutput.impaleStoredHitAvg)
124124
-- [5 impales * 10% stored damage] * 1.3 attacks * (armour mod - phys DR)
125-
assert.are.near(100 * 1.3 * (1 - (2/3 + 0.1)), build.calcsTab.mainOutput.ImpaleDPS, 0.0000001) -- floating point math
125+
assert.are.near(100 * 1.3 * (1 - (2/3 + 0.08)), build.calcsTab.mainOutput.ImpaleDPS, 0.0000001) -- floating point math
126126

127127

128128
-- 100% crit
129129
build.configTab.input.customMods = "\z
130130
+100% critical strike chance\n\z
131131
"
132-
build.configTab.input.enemyPhysicalReduction = 10
132+
build.configTab.input.enemyPhysicalReduction = 8
133133
build.configTab.input.enemyArmour = 1500 -- 50% dr for 300 damage, 66.6% dr for 150 dmg (impale stacks)
134134
build.configTab:BuildModList()
135135
runCallback("OnFrame")
136136

137137
-- dam * (1 - (armourDR + additionalDR)
138-
assert.are.equals(300 * (1 - (0.5 + 0.1)), build.calcsTab.mainOutput.MainHand.PhysicalCritAverage)
138+
assert.are.equals(300 * (1 - (0.5 + 0.08)), build.calcsTab.mainOutput.MainHand.PhysicalCritAverage)
139139
assert.are.equals(300, build.calcsTab.mainOutput.MainHand.impaleStoredHitAvg)
140140
assert.are.equals(300, build.calcsTab.mainOutput.impaleStoredHitAvg)
141141
-- [5 impales * 10% stored damage] * 1.3 attacks * (armour mod - phys DR)
142-
assert.are.near(150 * 1.3 * (1 - (2/3 + 0.1)), build.calcsTab.mainOutput.ImpaleDPS, 0.0000001) -- floating point math
142+
assert.are.near(150 * 1.3 * (1 - (2/3 + 0.08)), build.calcsTab.mainOutput.ImpaleDPS, 0.0000001) -- floating point math
143143

144144
end)
145145

@@ -149,35 +149,35 @@ describe("TestAttacks", function()
149149
never deal critical strikes\n\z
150150
Nearby enemies take 100% increased physical damage\n\z
151151
"
152-
build.configTab.input.enemyPhysicalReduction = 10
152+
build.configTab.input.enemyPhysicalReduction = 8
153153
build.configTab.input.enemyArmour = 1000 -- 50% dr for 200 damage, 66.6% dr for 100 dmg (impale stacks) .. damage taken is after armour
154154
build.configTab:BuildModList()
155155
runCallback("OnFrame")
156156

157157
-- taken * dam * (1 - (armourDR + additionalDR)
158-
assert.are.equals(2 * 200 * (1 - (0.5 + 0.1)), build.calcsTab.mainOutput.MainHand.PhysicalHitAverage)
158+
assert.are.equals(2 * 200 * (1 - (0.5 + 0.08)), build.calcsTab.mainOutput.MainHand.PhysicalHitAverage)
159159
assert.are.equals(200, build.calcsTab.mainOutput.MainHand.impaleStoredHitAvg)
160160
assert.are.equals(200, build.calcsTab.mainOutput.impaleStoredHitAvg)
161161
-- taken * [5 impales * 10% stored damage] * 1.3 attacks * (armour mod - phys DR)
162-
assert.are.near(2 * 100 * 1.3 * (1 - (2/3 + 0.1)), build.calcsTab.mainOutput.ImpaleDPS, 0.0000001) -- floating point math
162+
assert.are.near(2 * 100 * 1.3 * (1 - (2/3 + 0.08)), build.calcsTab.mainOutput.ImpaleDPS, 0.0000001) -- floating point math
163163

164164

165165
-- 100% crit
166166
build.configTab.input.customMods = "\z
167167
+100% critical strike chance\n\z
168168
Nearby enemies take 100% increased physical damage\n\z
169169
"
170-
build.configTab.input.enemyPhysicalReduction = 10
170+
build.configTab.input.enemyPhysicalReduction = 8
171171
build.configTab.input.enemyArmour = 1500 -- 50% dr for 300 damage, 66.6% dr for 150 dmg (impale stacks)
172172
build.configTab:BuildModList()
173173
runCallback("OnFrame")
174174

175175
-- taken * dam * (1 - (armourDR + additionalDR)
176-
assert.are.equals(2 * 300 * (1 - (0.5 + 0.1)), build.calcsTab.mainOutput.MainHand.PhysicalCritAverage)
176+
assert.are.equals(2 * 300 * (1 - (0.5 + 0.08)), build.calcsTab.mainOutput.MainHand.PhysicalCritAverage)
177177
assert.are.equals(300, build.calcsTab.mainOutput.MainHand.impaleStoredHitAvg)
178178
assert.are.equals(300, build.calcsTab.mainOutput.impaleStoredHitAvg)
179179
-- taken * [5 impales * 10% stored damage] * 1.3 attacks * (armour mod - phys DR)
180-
assert.are.near(2 * 150 * 1.3 * (1 - (2/3 + 0.1)), build.calcsTab.mainOutput.ImpaleDPS, 0.0000001) -- floating point math
180+
assert.are.near(2 * 150 * 1.3 * (1 - (2/3 + 0.08)), build.calcsTab.mainOutput.ImpaleDPS, 0.0000001) -- floating point math
181181

182182
end)
183183

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