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Add the effective DPE for Shields and Armor to offence table
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@@ -904,12 +904,14 @@ export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour
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shields: {
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range: 1,
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sys: opponentHasShields ? opponentShields.absolute.sys : 1,
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resistance: 1
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resistance: 1,
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dpe: 1
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},
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armour: {
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range: 1,
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hardness: 1,
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resistance: 1
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resistance: 1,
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dpe: 1
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}
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}
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};
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@@ -969,11 +971,20 @@ export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour
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weapon.damage.shields.total = weapon.damage.shields.absolute + weapon.damage.shields.explosive + weapon.damage.shields.kinetic + weapon.damage.shields.thermal;
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weapon.damage.armour.total = weapon.damage.armour.absolute + weapon.damage.armour.explosive + weapon.damage.armour.kinetic + weapon.damage.armour.thermal;
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weapon.effectiveness.shields.resistance *= shieldsResistance;
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weapon.effectiveness.armour.resistance *= armourResistance;
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weapon.effectiveness.shields.total = weapon.effectiveness.shields.range * weapon.effectiveness.shields.sys * weapon.effectiveness.shields.resistance;
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weapon.effectiveness.armour.total = weapon.effectiveness.armour.range * weapon.effectiveness.armour.resistance * weapon.effectiveness.armour.hardness;
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weapon.effectiveness.shields.dpe = weapon.damage.shields.total / m.getEps();
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weapon.effectiveness.armour.dpe = weapon.damage.armour.total / m.getEps();
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console.log(weapon.damage.shields.dpe);
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return weapon;
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}
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