AP applies only to mele damage
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@@ -457,7 +457,9 @@ public class Resists {
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//damage = handleFortitude(target, type, damage);
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//damage = handleFortitude(target, type, damage);
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//calculate armor piercing
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//calculate armor piercing
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float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None);
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float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None);
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float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap);
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float damageAfterResists = damage;
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if(type.equals(DamageType.Pierce) || type.equals(DamageType.Crush) || type.equals(DamageType.Slash))
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damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap);
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//check to see if any damage absorbers should cancel
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//check to see if any damage absorbers should cancel
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if (target != null) {
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if (target != null) {
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//debug damage shields if any found
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//debug damage shields if any found
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