diff --git a/src/Modules/CalcOffence.lua b/src/Modules/CalcOffence.lua index 4f2bd767c..68e734e0a 100644 --- a/src/Modules/CalcOffence.lua +++ b/src/Modules/CalcOffence.lua @@ -2451,6 +2451,7 @@ function calcs.offence(env, actor, activeSkill) local exceedsHitChance = skillModList:Flag(nil,"Condition:HitChanceCanExceed100") and calcs.hitChance(enemyEvasion, (m_floor(accuracyVsEnemyBase * accuracyPenalties["accuracyPenalty" .. distances[1] .. "m"])) * hitChanceMod) -- Check for flag and at least 100% hit chance at minimum distance output.AccuracyHitChanceUncapped = exceedsHitChance and m_max(calcs.hitChance(enemyEvasion, accuracyVsEnemy, true) * calcLib.mod(skillModList, cfg, "HitChance"), output.AccuracyHitChance) -- keep higher chance in case of "CannotBeEvaded" local handCondition = (pass.label == "Off Hand") and "OffHandAttack" or "MainHandAttack" + output.AccuracyNeeded = m_floor(enemyEvasion * 1.2 / accuracyPenalty - output.Accuracy) if exceedsHitChance and output.AccuracyHitChanceUncapped - 100 > 0 then skillModList:NewMod("Multiplier:ExcessHitChance", "BASE", round(output.AccuracyHitChanceUncapped - 100, 2), "HitChanceCanExceed100", { type = "Condition", var = handCondition}) end @@ -2494,6 +2495,7 @@ function calcs.offence(env, actor, activeSkill) end end end + --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 diff --git a/src/Modules/CalcSections.lua b/src/Modules/CalcSections.lua index 4ad23d30d..1098143d1 100644 --- a/src/Modules/CalcSections.lua +++ b/src/Modules/CalcSections.lua @@ -885,6 +885,10 @@ return { { label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true }, { label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } }, }, }, + + { label = "Accuracy needed", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.AccuracyNeeded}", + }, }, + { 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 },