Code: Select all
if value > 0 and self:knowTalent(self.T_MITOSIS) and self:isTalentActive(self.T_MITOSIS) then
local t = self:getTalentFromId(self.T_MITOSIS)
local chance = t.getChance(self, t)
local perc = math.min(1, 3 * value / self.life)
if rng.percent(chance * perc) then
t.spawn(self, t, value * 2)
end
The tooltip says: format(t.getMaxHP(self, t), t.getChance(self, t)*3/100, t.getMax(self, t), t.getSummonTime(self, t), t.getOozeResist(self, t), xs)
1. The split chance indecated by tooltip is actually 3 times the real (max) chance : chance * perc <= chance * 1 = t.getChance(self, t)
For example, assumed that the chance dispalyed in tooltip says "percentage of your health lost times 1.59" (refer image attachment), one hit with value equals player's current life only has 1.59/3 = 53% chance to spawn an ooze.
2. Interaction with "die_at": if player's life is lower than 0, the chance will be negative(since 3 * value / self.life < 0) and oozes will never spawn.