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10 changes: 9 additions & 1 deletion spec/System/TestBifurcatedCrit_spec.lua
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
describe("Bifurcated critical strikes", function()
local function setupBifurcate(socketGroup, bifurcate, lucky, extremeLuck, useDefaultCritMultiplier)
local function setupBifurcate(socketGroup, bifurcate, lucky, extremeLuck, useDefaultCritMultiplier, extraMods)
newBuild()
build.itemsTab:CreateDisplayItemFromRaw([[
New Item
Expand All @@ -15,6 +15,7 @@ describe("Bifurcated critical strikes", function()
runCallback("OnFrame")

build.configTab.input.customMods = "+44% to critical hit chance\n"
.. (extraMods or "")
.. (bifurcate and "spell critical strike chance bifurcates\n" or "")
.. (lucky and "your critical strike chance is lucky\n" or "")
.. (extremeLuck and "your lucky or unlucky effects use the best or worst from three rolls instead of two\n" or "")
Expand All @@ -25,6 +26,13 @@ describe("Bifurcated critical strikes", function()
return build.calcsTab.mainOutput
end

it("uses quantised raw chance for each roll", function()
local luckyOutput = setupBifurcate("Spark 1/0 1", false, true, false, false,
"+0.01% to critical hit chance\n1% increased critical strike chance\n")
assert.are.equals(50.51, luckyOutput.PreEffectiveCritChance)
assert.are.near((1 - (1 - 0.5051) ^ 2) * 100, luckyOutput.CritChance, 10 ^ -9)
end)

it("calculates bifurcated critical hit damage", function()
local normalOutput = setupBifurcate("Spark 1/0 1")
assert.are.equals(50, normalOutput.CritChance)
Expand Down
3 changes: 2 additions & 1 deletion src/Modules/CalcOffence.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3017,7 +3017,8 @@ function calcs.offence(env, actor, activeSkill)
inc = skillModList:Sum("INC", cfg, "CritChance") + (env.mode_effective and enemyDB:Sum("INC", nil, "SelfCritChance") or 0)
more = skillModList:More(cfg, "CritChance")
end
output.CritChance = (baseCrit + base) * (1 + inc / 100) * more
-- The game uses an integer permyriad chance for each critical strike roll.
output.CritChance = round((baseCrit + base) * (1 + inc / 100) * more * 100) / 100
local preCapCritChance = output.CritChance
output.CritChance = m_min(output.CritChance, skillModList:Override(nil, "CritChanceCap") or skillModList:Sum("BASE", cfg, "CritChanceCap"))
if (baseCrit + base) > 0 then
Expand Down
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