Closed TheBackstabi closed 3 weeks ago
@rosenrusinov @TheBackstabi Just validated that the Reforge output is the same when changing it to this (and probably a bit more clear)
// Stat caps for reforge optimizer
statCaps: (() => {
const meleeHitCap = new Stats().withStat(Stat.StatMeleeHit, 27 * Mechanics.MELEE_HIT_RATING_PER_HIT_CHANCE);
const spellHitCap = new Stats().withStat(Stat.StatSpellHit, 17 * Mechanics.SPELL_HIT_RATING_PER_HIT_CHANCE);
const expCap = new Stats().withStat(Stat.StatExpertise, 6.5 * 4 * Mechanics.EXPERTISE_PER_QUARTER_PERCENT_REDUCTION);
return meleeHitCap.add(spellHitCap).add(expCap);
})(),
softCapBreakpoints: (() => {
const meleeHitSoftCapConfig = {
stat: Stat.StatMeleeHit,
breakpoints: [8 * Mechanics.MELEE_HIT_RATING_PER_HIT_CHANCE],
capType: StatCapType.TypeSoftCap,
postCapEPs: [0.7],
};
return [meleeHitSoftCapConfig];
})(),
@1337LutZ The melee hard cap should be 27 tho, the soft cap is 8
@1337LutZ The melee hard cap should be 27 tho, the soft cap is 8
Ah yes my bad. Fixed the comment. I had it correct in my code, but shifted something around in the comment which messed it up. When pressing reforge the original + updated versions result in the same gear set lighting up so they are identical.
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