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Rending bug
Hi, we previously talked on reddit about your wonderful web app. Thanks again. I was glancing through the code and I might have spotted a bug in the Rending-related code.
attacks.go L44-L49 has...
if weapon.Rending > 0 {
if attackCritCount > 0 {
attackCritCount = attackCritCount + attackSuccessCount
attackSuccessCount = 0
}
}
The Rending code seems to be "if any crit hits are retained, transform all normal hits into crit hits", but the Rending rule says "if you retain any critical hits you can retain one normal hit as a critical hit"
So maybe the code should be...
if weapon.Rending > 0 {
if attackCritCount > 0 && attackSuccessCount > 0 {
attackCritCount++;
attackSuccessCount--;
}
}
defensive strategy of cancelling crit and norm hits should depend crit/norm damage ratio
Starting at attacks.go L95, the logic for defense dice cancelling attack dice does not depend on the crit/norm damage ratio. If crit damage is more than double norm damage, then you highly prioritize cancelling crits. If crit damage is less than norm damage (happens on weapons with MWx), then you highly prioritize cancelling norms. And you want logic to handle the in-between case.
You can see my KT21Calculator KT21CalcEngine.calcDamage function for example logic.
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