Thanks for the info and I can live with minor rounding myself.
Public int calculateRank(IItemPerfection perfection) This way I can have 0% or 100% attribute perfection even if current perfection value has slight 'rounding errors'. Resource_Cost_Reduction_Percent_All = 0,4899902īlock_Chance_Bonus_Item = 0,1099854Ĭrit_Percent_Bonus_Capped =0,085īlock_Amount_Item_Min =18976īlock_Chance_Bonus_Item = 0,1599121Ġ.0001 seems to be good delta value to consider two values 'the same', in this case either min or max value. Resource_Regen_Per_Second = 1,416016Īttacks_Per_Second_Percent =0,19ĭamage_Weapon_Percent_All =0,07
Power_Cooldown_Reduction_Percent_All = 0,07995605 P=YES Dexterity_Item =744 [',, ('G7'), ('G7'), ('G7'))) įor example 'Block_Chance_Bonus_Item' IItemPerfection is very interesting, how come it can be 0,1599121 when min and max values are 0,16!Ĭrit_Percent_Bonus_Capped =0,08 OTOH Crit_Percent_Bonus_Capped and Attacks_Per_Second_Percent works perfectlyĢ017.10.10 14.58.07.051 ITEM 'Dead Man's Legacy' P2_Unique_Quiver_007 in:RightHand p=65% type=Quiver group=quiver: offhands/quiver I noticed that Resource_Regen_Per_Second has same rounding prob as Power_Cooldown_Reduction_Percent_All.