generated from nhcarrigan/template
fix: clarify combat power vs boss damage distinction (#153)
Expands the JSDoc on computePartyCombatPower to explicitly document that the companion bossDamage multiplier is intentionally included in all combat-power calculations (boss panel, resource bar, quest gating), matching server-side behaviour and resolving labelling ambiguity.
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@@ -246,7 +246,14 @@ export const computeEssencePerSecond = (state: GameState): number => {
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/**
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/**
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* Computes the party's total combat power, applying all active multipliers
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* Computes the party's total combat power, applying all active multipliers
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* (upgrades, prestige, equipment, set bonuses, echo, crafted, companion).
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* (upgrades, prestige, equipment, set bonuses, echo, crafted, companion).
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* This mirrors the server-side calculatePartyStats in boss.ts.
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* This mirrors the server-side calculatePartyStats in boss.ts and is the
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* single source of truth for all combat-power checks in the client:
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* - Displayed as "Combat Power" in the resource bar
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* - Displayed as "Party DPS" in the boss panel
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* - Used to gate quest availability
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* Note: the active companion's bossDamage bonus is intentionally included
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* here, as it applies to the full combat power calculation (boss fights and
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* quest gating alike), matching the server-side behaviour.
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* @param state - The current game state.
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* @param state - The current game state.
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* @returns The total party combat power.
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* @returns The total party combat power.
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*/
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*/
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