diff --git a/src/Modules/BuildDisplayStats.lua b/src/Modules/BuildDisplayStats.lua index 538efd46c..8e0431f67 100644 --- a/src/Modules/BuildDisplayStats.lua +++ b/src/Modules/BuildDisplayStats.lua @@ -33,7 +33,7 @@ local displayStats = { { stat = "PreEffectiveCritChance", label = "Crit Chance", fmt = ".2f%%", flag = "hit" }, { stat = "CritChance", label = "Effective Crit Chance", fmt = ".2f%%", flag = "hit", condFunc = function(v,o) return v ~= o.PreEffectiveCritChance end }, { stat = "CritBifurcates", label = "Crit Bifurcate Chance", fmt = ".2f%%", flag = "hit", condFunc = function(v,o) return (o.CritForks or 0) > 0 end }, - { stat = "CritMultiplier", label = "Crit Multiplier", fmt = "d%%", pc = true, condFunc = function(v,o) return (o.CritChance or 0) > 0 end }, + { stat = "CritMultiplier", label = "Crit Multiplier", fmt = ".0f%%", pc = true, condFunc = function(v,o) return (o.CritChance or 0) > 0 end }, { stat = "HitChance", label = "Hit Chance", fmt = ".0f%%", flag = "attack" }, { stat = "HitChance", label = "Hit Chance", fmt = ".0f%%", condFunc = function(v,o) return o.enemyHasSpellBlock end }, { stat = "AccuracyHitChanceUncapped", label = "Uncap. Hit Chance", fmt = ".0f%%", flag = "attack", condFunc = function(v,o) if o.AccuracyHitChanceUncapped then return o.AccuracyHitChanceUncapped > 100 end end }, @@ -78,11 +78,11 @@ local displayStats = { { stat = "BrandAttachmentRangeMetre", label = "Attachment Range", fmt = ".1fm", flag = "brand" }, { stat = "BrandTicks", label = "Activations per Brand", fmt = "d", flag = "brand" }, { stat = "ManaCost", label = "Mana Cost", fmt = "d", color = colorCodes.MANA, pool = "ManaUnreserved", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ManaHasCost end }, - { stat = "ManaPercentCost", label = "Mana Cost", fmt = "d%%", color = colorCodes.MANA, pool = "ManaUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ManaPercentHasCost end }, + { stat = "ManaPercentCost", label = "Mana Cost", fmt = ".0f%%", color = colorCodes.MANA, pool = "ManaUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ManaPercentHasCost end }, { stat = "ManaPerSecondCost", label = "Mana Cost per second", fmt = ".2f", color = colorCodes.MANA, pool = "ManaUnreserved", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ManaPerSecondHasCost end }, { stat = "ManaPercentPerSecondCost", label = "Mana Cost per second", fmt = ".2f%%", color = colorCodes.MANA, pool = "ManaUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ManaPercentPerSecondHasCost end }, { stat = "LifeCost", label = "Life Cost", fmt = "d", color = colorCodes.LIFE, pool = "LifeUnreserved", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.LifeHasCost end }, - { stat = "LifePercentCost", label = "Life Cost", fmt = "d%%", color = colorCodes.LIFE, pool = "LifeUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.LifePercentHasCost end }, + { stat = "LifePercentCost", label = "Life Cost", fmt = ".0f%%", color = colorCodes.LIFE, pool = "LifeUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.LifePercentHasCost end }, { stat = "LifePerSecondCost", label = "Life Cost per second", fmt = ".2f", color = colorCodes.LIFE, pool = "LifeUnreserved", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.LifePerSecondHasCost end }, { stat = "LifePercentPerSecondCost", label = "Life Cost per second", fmt = ".2f%%", color = colorCodes.LIFE, pool = "LifeUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.LifePercentPerSecondHasCost end }, { stat = "ESCost", label = "Energy Shield Cost", fmt = "d", color = colorCodes.ES, pool = "EnergyShield", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ESHasCost end }, @@ -121,7 +121,7 @@ local displayStats = { { stat = "Spec:LifeInc", label = "%Inc Life", fmt = "d%%", color = colorCodes.LIFE, condFunc = function(v,o) return v > 0 and o.Life > 1 end }, { stat = "LifeUnreserved", label = "Unreserved Life", fmt = "d", color = colorCodes.LIFE, condFunc = function(v,o) return v < o.Life end, compPercent = true, warnFunc = function(v) return v <= 0 and "Your unreserved Life is below 1" end }, { stat = "LifeRecoverable", label = "Life Recoverable", fmt = "d", color = colorCodes.LIFE, condFunc = function(v,o) return v < o.LifeUnreserved end, }, - { stat = "LifeUnreservedPercent", label = "Unreserved Life", fmt = "d%%", color = colorCodes.LIFE, condFunc = function(v,o) return v < 100 end }, + { stat = "LifeUnreservedPercent", label = "Unreserved Life", fmt = ".0f%%", color = colorCodes.LIFE, condFunc = function(v,o) return v < 100 end }, { stat = "LifeRegenRecovery", label = "Life Regen", fmt = ".1f", color = colorCodes.LIFE, condFunc = function(v,o) return o.LifeRecovery <= 0 and o.LifeRegenRecovery ~= 0 end }, { stat = "LifeRegenRecovery", label = "Life Recovery", fmt = ".1f", color = colorCodes.LIFE, condFunc = function(v,o) return o.LifeRecovery > 0 and o.LifeRegenRecovery ~= 0 end }, { stat = "LifeLeechGainRate", label = "Life Leech/On Hit Rate", fmt = ".1f", color = colorCodes.LIFE, compPercent = true }, @@ -130,7 +130,7 @@ local displayStats = { { stat = "Mana", label = "Total Mana", fmt = "d", color = colorCodes.MANA, compPercent = true }, { stat = "Spec:ManaInc", label = "%Inc Mana from Tree", color = colorCodes.MANA, fmt = "d%%" }, { stat = "ManaUnreserved", label = "Unreserved Mana", fmt = "d", color = colorCodes.MANA, condFunc = function(v,o) return v < o.Mana end, compPercent = true, warnFunc = function(v) return v < 0 and "Your unreserved Mana is negative" end }, - { stat = "ManaUnreservedPercent", label = "Unreserved Mana", fmt = "d%%", color = colorCodes.MANA, condFunc = function(v,o) return v < 100 end }, + { stat = "ManaUnreservedPercent", label = "Unreserved Mana", fmt = ".0f%%", color = colorCodes.MANA, condFunc = function(v,o) return v < 100 end }, { stat = "ManaRegenRecovery", label = "Mana Regen", fmt = ".1f", color = colorCodes.MANA, condFunc = function(v,o) return o.ManaRecovery <= 0 and o.ManaRegenRecovery ~= 0 end }, { stat = "ManaRegenRecovery", label = "Mana Recovery", fmt = ".1f", color = colorCodes.MANA, condFunc = function(v,o) return o.ManaRecovery > 0 and o.ManaRegenRecovery ~= 0 end }, { stat = "ManaLeechGainRate", label = "Mana Leech/On Hit Rate", fmt = ".1f", color = colorCodes.MANA, compPercent = true }, @@ -138,7 +138,7 @@ local displayStats = { { }, { stat = "Spirit", label = "Total Spirit", fmt = "d", color = colorCodes.SPIRIT, compPercent = true }, { stat = "SpiritUnreserved", label = "Unreserved Spirit", fmt = "d", color = colorCodes.SPIRIT, condFunc = function(v,o) return v < o.Spirit end, compPercent = true, warnFunc = function(v) return v < 0 and "Your unreserved Spirit is negative" end }, - { stat = "SpiritUnreservedPercent", label = "Unreserved Spirit", fmt = "d%%", color = colorCodes.SPIRIT, condFunc = function(v,o) return v < 100 end }, + { stat = "SpiritUnreservedPercent", label = "Unreserved Spirit", fmt = ".0f%%", color = colorCodes.SPIRIT, condFunc = function(v,o) return v < 100 end }, { }, { stat = "EnergyShield", label = "Energy Shield", fmt = "d", color = colorCodes.ES, compPercent = true }, { stat = "EnergyShieldRecoveryCap", label = "Recoverable ES", color = colorCodes.ES, fmt = "d", condFunc = function(v,o) return o.CappingES end }, @@ -159,23 +159,23 @@ local displayStats = { { }, { stat = "Evasion", label = "Evasion Rating", fmt = "d", color = colorCodes.EVASION, compPercent = true }, { stat = "Spec:EvasionInc", label = "%Inc Evasion from Tree", color = colorCodes.EVASION, fmt = "d%%" }, - { stat = "EvadeChance", label = "Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.noSplitEvade end }, - { stat = "MeleeEvadeChance", label = "Melee Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.splitEvade end }, - { stat = "ProjectileEvadeChance", label = "Projectile Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.splitEvade end }, - { stat = "SpellEvadeChance", label = "Spell Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.splitEvade end }, - { stat = "SpellProjectileEvadeChance", label = "Spell Proj. Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.splitEvade end }, + { stat = "EvadeChance", label = "Evade Chance", fmt = ".0f%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.noSplitEvade end }, + { stat = "MeleeEvadeChance", label = "Melee Evade Chance", fmt = ".0f%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.splitEvade end }, + { stat = "ProjectileEvadeChance", label = "Projectile Evade Chance", fmt = ".0f%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.splitEvade end }, + { stat = "SpellEvadeChance", label = "Spell Evade Chance", fmt = ".0f%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.splitEvade end }, + { stat = "SpellProjectileEvadeChance", label = "Spell Proj. Evade Chance", fmt = ".0f%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.splitEvade end }, { stat = "DeflectionRating", label = "Deflection Rating", fmt = "d", color = colorCodes.EVASION, compPercent = true }, - { stat = "DeflectChance", label = "Deflect Chance", fmt = "d%%", color = colorCodes.EVASION, compPercent = true }, + { stat = "DeflectChance", label = "Deflect Chance", fmt = ".0f%%", color = colorCodes.EVASION, compPercent = true }, { }, { stat = "Armour", label = "Armour", fmt = "d", compPercent = true }, { stat = "Spec:ArmourInc", label = "%Inc Armour from Tree", fmt = "d%%" }, - { stat = "PhysicalDamageReduction", label = "Phys. Damage Reduction", fmt = "d%%", condFunc = function() return true end }, + { stat = "PhysicalDamageReduction", label = "Phys. Damage Reduction", fmt = ".0f%%", condFunc = function() return true end }, { }, - { stat = "EffectiveBlockChance", label = "Block Chance", fmt = "d%%", overCapStat = "BlockChanceOverCap" }, - { stat = "EffectiveSpellBlockChance", label = "Spell Block Chance", fmt = "d%%", overCapStat = "SpellBlockChanceOverCap" }, - { stat = "AttackDodgeChance", label = "Attack Dodge Chance", fmt = "d%%", overCapStat = "AttackDodgeChanceOverCap" }, - { stat = "SpellDodgeChance", label = "Spell Dodge Chance", fmt = "d%%", overCapStat = "SpellDodgeChanceOverCap" }, - { stat = "EffectiveSpellSuppressionChance", label = "Spell Suppression Chance", fmt = "d%%", overCapStat = "SpellSuppressionChanceOverCap" }, + { stat = "EffectiveBlockChance", label = "Block Chance", fmt = ".0f%%", overCapStat = "BlockChanceOverCap" }, + { stat = "EffectiveSpellBlockChance", label = "Spell Block Chance", fmt = ".0f%%", overCapStat = "SpellBlockChanceOverCap" }, + { stat = "AttackDodgeChance", label = "Attack Dodge Chance", fmt = ".0f%%", overCapStat = "AttackDodgeChanceOverCap" }, + { stat = "SpellDodgeChance", label = "Spell Dodge Chance", fmt = ".0f%%", overCapStat = "SpellDodgeChanceOverCap" }, + { stat = "EffectiveSpellSuppressionChance", label = "Spell Suppression Chance", fmt = ".0f%%", overCapStat = "SpellSuppressionChanceOverCap" }, { }, { stat = "FireResist", label = "Fire Resistance", fmt = "d%%", color = colorCodes.FIRE, condFunc = function() return true end, overCapStat = "FireResistOverCap"}, { stat = "FireResistOverCap", label = "Fire Res. Over Max", fmt = "d%%", hideStat = true },