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4 changes: 4 additions & 0 deletions src/Classes/Item.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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))
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8 changes: 4 additions & 4 deletions src/Classes/ItemsTab.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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
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