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Merge pull request #596 from jontaylor/feature/add_dpe_to_offence_stats
Feature/add dpe to offence stats
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@@ -243,8 +243,13 @@ export default class Offence extends TranslatedComponent {
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<td className='ri'><span onMouseOver={termtip.bind(null, baseSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.base.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectiveShieldsSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.shields.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectivenessShieldsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(weapon.effectiveness.shields.total)}</span></td>
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<td className='ri'><span>{formats.f1(weapon.effectiveness.shields.dpe)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectiveArmourSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.armour.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectivenessArmourTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(weapon.effectiveness.armour.total)}</span></td>
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<td className='ri'><span>{formats.f1(weapon.effectiveness.armour.dpe)}</span></td>
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</tr>);
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}
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@@ -271,15 +276,20 @@ export default class Offence extends TranslatedComponent {
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<tr className='main'>
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<th rowSpan='2' className='sortable' onClick={sortOrder.bind(this, 'n')}>{translate('weapon')}</th>
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<th colSpan='1'>{translate('overall')}</th>
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<th colSpan='2'>{translate('opponent\'s shields')}</th>
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<th colSpan='2'>{translate('opponent\'s armour')}</th>
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<th colSpan='3'>{translate('opponent\'s shields')}</th>
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<th colSpan='3'>{translate('opponent\'s armour')}</th>
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</tr>
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<tr>
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<th className='lft sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVE_SDPS_SHIELDS')} onMouseOut={tooltip.bind(null, null)} onClick={sortOrder.bind(this, 'esdpss')}>{'sdps'}</th>
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<th className='lft sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVE_SDPS_SHIELDS')} onMouseOut={tooltip.bind(null, null)} onClick={sortOrder.bind(this, 'esdpss')}>{'sdps'}</th>
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<th className='sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVENESS_SHIELDS')} onMouseOut={tooltip.bind(null, null)}onClick={sortOrder.bind(this, 'es')}>{'eft'}</th>
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<th className='sortable'>{'dpe'}</th>
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<th className='lft sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVE_SDPS_ARMOUR')} onMouseOut={tooltip.bind(null, null)}onClick={sortOrder.bind(this, 'esdpsh')}>{'sdps'}</th>
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<th className='sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVENESS_ARMOUR')} onMouseOut={tooltip.bind(null, null)}onClick={sortOrder.bind(this, 'eh')}>{'eft'}</th>
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<th className='sortable'>{'dpe'}</th>
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</tr>
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</thead>
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<tbody>
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@@ -290,8 +300,10 @@ export default class Offence extends TranslatedComponent {
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<td className='ri'><span onMouseOver={termtip.bind(null, totalSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>={formats.f1(totalSDps)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, totalShieldsSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>={formats.f1(totalShieldsSDps)}</span></td>
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<td></td>
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<td></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, totalArmourSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>={formats.f1(totalArmourSDps)}</span></td>
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<td></td>
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<td></td>
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</tr>
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}
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</tbody>
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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 +971,19 @@ 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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return weapon;
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}
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