Closed Partonetrain closed 4 months ago
@TheWinABagel There's some more logic that needs to change 😅 As of right now, zenith crits reduce damage, as the rest of the code is still operating under the assumption that critDamage = 1.5. Would float critDmg = 1 + (float) attacker.getAttributeValue(AdditionalEntityAttributes.CRITICAL_BONUS_DAMAGE);
work?
Oops, will put a release out fixing that rq, thanks for reporting!
The ZenithAttributes implementation of crit chance leaves the crit damage value check the same value as it is in Apothic Attributes, even though the AEA crit damage works differently than the Apothic Attributes crit damage attribute.
In Apothic Attributes, the attribute defaults to 1.5, making crits happen because this check is passed
I propose the while loop should check for
critDmg > 0.0F