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