diff --git a/spec/System/TestDefence_spec.lua b/spec/System/TestDefence_spec.lua index db44dd7016..07c7f208f7 100644 --- a/spec/System/TestDefence_spec.lua +++ b/spec/System/TestDefence_spec.lua @@ -9,6 +9,10 @@ describe("TestDefence", function() -- boring part it("no armour max hits", function() + build.configTab.input.enemyIsBoss = "None" + build.configTab:BuildModList() + runCallback("OnFrame") + assert.are.equals(60, build.calcsTab.calcsOutput.PhysicalMaximumHitTaken) assert.are.equals(38, build.calcsTab.calcsOutput.FireMaximumHitTaken) assert.are.equals(38, build.calcsTab.calcsOutput.ColdMaximumHitTaken) @@ -19,6 +23,7 @@ describe("TestDefence", function() +200 to all resistances\n\z 200% additional Physical Damage Reduction\n\z " + build.configTab:BuildModList() runCallback("OnFrame") assert.are.equals(600, build.calcsTab.calcsOutput.PhysicalMaximumHitTaken) @@ -168,6 +173,7 @@ describe("TestDefence", function() When Hit during effect, 50% of Life loss from Damage taken occurs over 4 seconds instead\n\z " -- 50% progenesis should just simply double the life pool build.configTab.input.conditionUsingFlask = true + build.configTab.input.enemyIsBoss = "None" build.configTab:BuildModList() runCallback("OnFrame") assert.are.equals(600, build.calcsTab.calcsOutput.PhysicalMaximumHitTaken) @@ -186,7 +192,6 @@ describe("TestDefence", function() 100% less intelligence\n\z +60 to maximum energy shield\n\z " -- progenesis should not interact with pools other than life. - build.configTab.input.conditionUsingFlask = true build.configTab:BuildModList() runCallback("OnFrame") assert.are.equals(900, build.calcsTab.calcsOutput.PhysicalMaximumHitTaken) @@ -257,7 +262,6 @@ describe("TestDefence", function() 100% less intelligence\n\z +60 to maximum energy shield\n\z " -- wonkier numbers to test the pool reduction function - build.configTab.input.conditionUsingFlask = true build.configTab:BuildModList() runCallback("OnFrame") assert.are.equals(1300, build.calcsTab.calcsOutput.PhysicalMaximumHitTaken) @@ -323,6 +327,7 @@ describe("TestDefence", function() +940 to maximum life\n\z +10000 to armour\n\z " -- hit of 2000 on 10000 armour results in 50% DR which reduces the damage to 1000 - total HP + build.configTab.input.enemyIsBoss = "None" build.configTab:BuildModList() runCallback("OnFrame") assert.are.equals(1000, takenHitFromTypeMaxHit("Physical")) @@ -603,6 +608,7 @@ describe("TestDefence", function() end) it("energy shield bypass tests #pet", function() + build.configTab.input.enemyIsBoss = "None" -- Mastery build.configTab.input.customMods = [[ +40 to maximum life @@ -611,6 +617,7 @@ describe("TestDefence", function() You have no intelligence +60% to all resistances ]] + build.configTab:BuildModList() runCallback("OnFrame") assert.are.equals(300, build.calcsTab.calcsOutput.FireMaximumHitTaken) diff --git a/spec/System/TestSkills_spec.lua b/spec/System/TestSkills_spec.lua index 960156c626..0e67ddc80d 100644 --- a/spec/System/TestSkills_spec.lua +++ b/spec/System/TestSkills_spec.lua @@ -86,8 +86,17 @@ describe("TestAttacks", function() srcInstance.skillStageCount = 8 build.modFlag = true build.buildFlag = true + build.configTab.input.enemyIsBoss = "None" + build.configTab:BuildModList() runCallback("OnFrame") - + -- Manual stages + assert.True(build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "FireResist") < 0) + + srcInstance.skillPart = 2 + build.modFlag = true + build.buildFlag = true + runCallback("OnFrame") + -- Automatic maximum sustainable stages assert.True(build.calcsTab.mainEnv.enemyDB:Sum("BASE", nil, "FireResist") < 0) end)