fortitudes handled after resist calculations

This commit is contained in:
2024-03-17 16:07:15 -05:00
parent 77fda6a18c
commit 7dfc1dea0f
+2 -2
View File
@@ -393,8 +393,6 @@ public class Resists {
* Expects heals as negative damage and damage as positive damage for fortitudes. * Expects heals as negative damage and damage as positive damage for fortitudes.
*/ */
public float getResistedDamage(AbstractCharacter source, AbstractCharacter target, DamageType type, float damage, int trains) { public float getResistedDamage(AbstractCharacter source, AbstractCharacter target, DamageType type, float damage, int trains) {
//handle fortitudes
damage = handleFortitude(target, type, damage);
//calculate armor piercing //calculate armor piercing
float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None); float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None);
float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap); float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap);
@@ -417,6 +415,8 @@ public class Resists {
} }
target.cancelOnTakeDamage(type, (damageAfterResists)); target.cancelOnTakeDamage(type, (damageAfterResists));
} }
//handle fortitudes last
damageAfterResists = handleFortitude(target, type, damageAfterResists);
return damageAfterResists; return damageAfterResists;
} }