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.
This commit is contained in:
2026-03-25 17:07:13 -07:00
committed by Naomi Carrigan
parent 77c7ee02a6
commit 56d963dc90
+8 -1
View File
@@ -246,7 +246,14 @@ export const computeEssencePerSecond = (state: GameState): number => {
/** /**
* Computes the party's total combat power, applying all active multipliers * Computes the party's total combat power, applying all active multipliers
* (upgrades, prestige, equipment, set bonuses, echo, crafted, companion). * (upgrades, prestige, equipment, set bonuses, echo, crafted, companion).
* This mirrors the server-side calculatePartyStats in boss.ts. * This mirrors the server-side calculatePartyStats in boss.ts and is the
* single source of truth for all combat-power checks in the client:
* - Displayed as "Combat Power" in the resource bar
* - Displayed as "Party DPS" in the boss panel
* - Used to gate quest availability
* Note: the active companion's bossDamage bonus is intentionally included
* here, as it applies to the full combat power calculation (boss fights and
* quest gating alike), matching the server-side behaviour.
* @param state - The current game state. * @param state - The current game state.
* @returns The total party combat power. * @returns The total party combat power.
*/ */