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2 changes: 2 additions & 0 deletions src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand Down
4 changes: 4 additions & 0 deletions src/Modules/CalcSections.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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 },
Expand Down
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