diff --git a/src/Classes/Item.lua b/src/Classes/Item.lua index 3197074d83..6c229de017 100644 --- a/src/Classes/Item.lua +++ b/src/Classes/Item.lua @@ -2341,9 +2341,13 @@ function ItemClass:BuildModListForSlotNum(baseList, slotNum) armourData.WardBasePercentile = round(m_max(m_min(armourData.WardBasePercentile, 1), 0),4) end + armourData.ArmourBase = round((self.base.armour.ArmourBaseMin or 0) + armourVariance * (armourData.ArmourBasePercentile or 1)) armourData.Armour = round((armourBase + armourEvasionBase + armourEnergyShieldBase + armourVariance * (armourData.ArmourBasePercentile or 1)) * (1 + (armourInc + armourEvasionInc + armourEnergyShieldInc + defencesInc) / 100) * (1 + (qualityScalar / 100))) + armourData.EvasionBase = round((self.base.armour.EvasionBaseMin or 0) + evasionVariance * (armourData.EvasionBasePercentile or 1)) armourData.Evasion = round((evasionBase + armourEvasionBase + evasionEnergyShieldBase + evasionVariance * (armourData.EvasionBasePercentile or 1)) * (1 + (evasionInc + armourEvasionInc + evasionEnergyShieldInc + defencesInc) / 100) * (1 + (qualityScalar / 100))) + armourData.EnergyShieldBase = round((self.base.armour.EnergyShieldBaseMin or 0) + energyShieldVariance * (armourData.EnergyShieldBasePercentile or 1)) armourData.EnergyShield = round((energyShieldBase + evasionEnergyShieldBase + armourEnergyShieldBase + energyShieldVariance * (armourData.EnergyShieldBasePercentile or 1)) * (1 + (energyShieldInc + armourEnergyShieldInc + evasionEnergyShieldInc + defencesInc) / 100) * (1 + (qualityScalar / 100))) + armourData.WardBase = round((self.base.armour.WardBaseMin or 0) + wardVariance * (armourData.WardBasePercentile or 1)) armourData.Ward = round((wardBase + wardVariance * (armourData.WardBasePercentile or 1)) * (1 + (wardInc + defencesInc) / 100) * (1 + (qualityScalar / 100))) if not armourData.ArmourBasePercentile and armourData.Armour > 0 then diff --git a/src/Classes/ItemsTab.lua b/src/Classes/ItemsTab.lua index 3ae6e046aa..0d38752c1d 100644 --- a/src/Classes/ItemsTab.lua +++ b/src/Classes/ItemsTab.lua @@ -4494,16 +4494,16 @@ function ItemsTabClass:AddItemTooltip(tooltip, item, slot, dbMode, maxWidth) tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FChance to Block: %s%d%%", main:StatColor(armourData.BlockChance, base.armour.BlockChance), armourData.BlockChance), "FONTIN SC") end if armourData.Armour > 0 then - tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FArmour: %s%d", main:StatColor(armourData.Armour, base.armour.ArmourBase), armourData.Armour), "FONTIN SC") + tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FArmour: %s%d", main:StatColor(armourData.Armour, armourData.ArmourBase), armourData.Armour), "FONTIN SC") end if armourData.Evasion > 0 then - tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FEvasion Rating: %s%d", main:StatColor(armourData.Evasion, base.armour.EvasionBase), armourData.Evasion), "FONTIN SC") + tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FEvasion Rating: %s%d", main:StatColor(armourData.Evasion, armourData.EvasionBase), armourData.Evasion), "FONTIN SC") end if armourData.EnergyShield > 0 then - tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FEnergy Shield: %s%d", main:StatColor(armourData.EnergyShield, base.armour.EnergyShieldBase), armourData.EnergyShield), "FONTIN SC") + tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FEnergy Shield: %s%d", main:StatColor(armourData.EnergyShield, armourData.EnergyShieldBase), armourData.EnergyShield), "FONTIN SC") end if armourData.Ward > 0 then - tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FWard: %s%d", main:StatColor(armourData.Ward, base.armour.WardBase), armourData.Ward), "FONTIN SC") + tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FWard: %s%d", main:StatColor(armourData.Ward, armourData.WardBase), armourData.Ward), "FONTIN SC") end elseif base.flask then -- Flask-specific info