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4 changes: 4 additions & 0 deletions src/Classes/Item.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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
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8 changes: 4 additions & 4 deletions src/Classes/ItemsTab.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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
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