splatling mpu shooting time fix

This commit is contained in:
Sendou
2020-06-02 21:34:17 +03:00
parent 178140f63f
commit ecd2f747f1

View File

@@ -2016,12 +2016,11 @@ export default function useAbilityEffects(
const effect = getEffect(highMidLow, amount)
const firstCircle = buildWeaponData.mFirstPeriodMaxChargeShootingFrame_2
const secondCircle = buildWeaponData.mSecondPeriodMaxChargeShootingFrame_2
const total = Math.ceil((firstCircle + secondCircle) * effect[0])
const total = Math.ceil(secondCircle * effect[0])
const maxTotal = Math.ceil(
(firstCircle + secondCircle) * getEffect(highMidLow, MAX_AP)[0]
secondCircle * getEffect(highMidLow, MAX_AP)[0]
)
toReturn.push({
title: `${build.weapon} full charged shooting duration`,
@@ -2033,9 +2032,7 @@ export default function useAbilityEffects(
ability: "MPU" as Ability,
ap: amount,
getEffect: (ap: number) =>
Math.ceil(
(firstCircle + secondCircle) * getEffect(highMidLow, ap)[0]
),
Math.ceil(secondCircle * getEffect(highMidLow, ap)[0]),
})
}