Actually committed bone staff fix.

This commit is contained in:
Sam 2021-04-02 17:37:08 -04:00
parent 9a3f6d8261
commit ca1a93ba21
2 changed files with 4 additions and 4 deletions

View File

@ -722,7 +722,7 @@ pub fn get_weapons(inv: &Inventory) -> (Option<ToolKind>, Option<ToolKind>) {
}
pub fn weapon_rating<T: ItemDesc>(item: &T, msm: &MaterialStatManifest) -> f32 {
const DAMAGE_WIGHT: f32 = 2.0;
const DAMAGE_WEIGHT: f32 = 2.0;
const POISE_WEIGHT: f32 = 1.0;
if let ItemKind::Tool(tool) = item.kind() {
@ -732,7 +732,8 @@ pub fn weapon_rating<T: ItemDesc>(item: &T, msm: &MaterialStatManifest) -> f32 {
stats.power * stats.speed * (1.0 + stats.crit_chance * (stats.crit_mult - 1.0));
let poise_rating = stats.poise_strength * stats.speed;
(damage_rating * DAMAGE_WIGHT + poise_rating * POISE_WEIGHT) / (DAMAGE_WIGHT + POISE_WEIGHT)
(damage_rating * DAMAGE_WEIGHT + poise_rating * POISE_WEIGHT)
/ (DAMAGE_WEIGHT + POISE_WEIGHT)
} else {
0.0
}
@ -788,8 +789,7 @@ pub fn combat_rating(
/ (1.0 - Damage::compute_damage_reduction(Some(inventory), Some(stats))).max(0.00001);
// Assumes a standard person has earned 20 skill points in the general skill
// tree Assumes a standard person has earned 10 skill points for the weapon
// skill tree
// tree and 10 skill points for the weapon skill tree
let skills_rating = (stats.skill_set.earned_sp(SkillGroupKind::General) as f32 / 20.0
+ weapon_skills(inventory, stats) / 10.0)
/ 2.0;