diff --git a/src/Classes/Item.lua b/src/Classes/Item.lua index eb7c95794c..530b644ed1 100644 --- a/src/Classes/Item.lua +++ b/src/Classes/Item.lua @@ -2153,9 +2153,13 @@ function ItemClass:BuildModListForSlotNum(baseList, slotNum) qualityScalar = 0 end + armourData.ArmourBase = self.base.armour.Armour or 0 armourData.Armour = round((armourBase + armourEvasionBase + armourEnergyShieldBase) * (1 + (armourInc + armourEvasionInc + armourEnergyShieldInc + defencesInc) / 100) * (1 + (qualityScalar / 100))) + armourData.EvasionBase = self.base.armour.Evasion or 0 armourData.Evasion = round((evasionBase + armourEvasionBase + evasionEnergyShieldBase) * (1 + (evasionInc + armourEvasionInc + evasionEnergyShieldInc + defencesInc) / 100) * (1 + (qualityScalar / 100))) + armourData.EnergyShieldBase = self.base.armour.EnergyShield or 0 armourData.EnergyShield = round((energyShieldBase + evasionEnergyShieldBase + armourEnergyShieldBase) * (1 + (energyShieldInc + armourEnergyShieldInc + evasionEnergyShieldInc + defencesInc) / 100) * (1 + (qualityScalar / 100))) + armourData.WardBase = self.base.armour.Ward or 0 armourData.Ward = round((wardBase) * (1 + (wardInc + defencesInc) / 100) * (1 + (qualityScalar / 100))) armourData.EvasionPerLevel = evasionPerLevel * (1 + (evasionInc + armourEvasionInc + evasionEnergyShieldInc + defencesInc) / 100) * (1 + (qualityScalar / 100)) armourData.EnergyShieldPerLevel = energyShieldPerLevel * (1 + (energyShieldInc + armourEnergyShieldInc + evasionEnergyShieldInc + defencesInc) / 100) * (1 + (qualityScalar / 100)) diff --git a/src/Classes/ItemsTab.lua b/src/Classes/ItemsTab.lua index 81b5fad9bd..545d6ba421 100644 --- a/src/Classes/ItemsTab.lua +++ b/src/Classes/ItemsTab.lua @@ -3493,16 +3493,16 @@ function ItemsTabClass:AddItemTooltip(tooltip, item, slot, dbMode, maxWidth) tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FChance to Block: %s%d%%", main:StatColor(armourData.BlockChance, base.armour.BlockChance), armourData.BlockChance), "FONTIN SC") end if armour > 0 then - tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FArmour: %s%d", main:StatColor(armour, base.armour.ArmourBase), armour), "FONTIN SC") + tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FArmour: %s%d", main:StatColor(armour, armourData.ArmourBase), armour), "FONTIN SC") end if evasion > 0 then - tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FEvasion Rating: %s%d", main:StatColor(evasion, base.armour.EvasionBase), evasion), "FONTIN SC") + tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FEvasion Rating: %s%d", main:StatColor(evasion, armourData.EvasionBase), evasion), "FONTIN SC") end if energyShield > 0 then - tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FEnergy Shield: %s%d", main:StatColor(energyShield, base.armour.EnergyShieldBase), energyShield), "FONTIN SC") + tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FEnergy Shield: %s%d", main:StatColor(energyShield, armourData.EnergyShieldBase), energyShield), "FONTIN SC") end if ward > 0 then - tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FRunic Ward: %s%d", main:StatColor(ward, base.armour.WardBase), ward), "FONTIN SC") + tooltip:AddLine(fontSizeBig, s_format("^x7F7F7FRunic Ward: %s%d", main:StatColor(ward, armourData.WardBase), ward), "FONTIN SC") end elseif base.flask then -- Flask-specific info