@@ -366,7 +366,7 @@ function calcs.applyDmgTakenConversion(activeSkill, output, breakdown, sourceTyp
366366 local resMult = 1 - resist / 100
367367 local reductMult = 1
368368
369- local percentOfArmourApplies = m_min (( not activeSkill .skillModList :Flag (nil , " ArmourDoesNotApplyTo" .. damageType .. " DamageTaken" ) and activeSkill .skillModList :Sum (" BASE" , nil , " ArmourAppliesTo" .. damageType .. " DamageTaken" ) or 0 ), 100 )
369+ local percentOfArmourApplies = ( not activeSkill .skillModList :Flag (nil , " ArmourDoesNotApplyTo" .. damageType .. " DamageTaken" ) and activeSkill .skillModList :Sum (" BASE" , nil , " ArmourAppliesTo" .. damageType .. " DamageTaken" ) or 0 )
370370 if percentOfArmourApplies > 0 then
371371 local effArmour = (output .Armour * percentOfArmourApplies / 100 ) * (1 + output .ArmourDefense )
372372 -- effArmour needs to consider the "EvasionAddsToPdr" flag mod, and add the evasion to armour
@@ -2255,7 +2255,7 @@ function calcs.buildDefenceEstimations(env, actor)
22552255 -- armour/PDR calculations
22562256 local armourReduct = 0
22572257 local impaleArmourReduct = 0
2258- local percentOfArmourApplies = m_min (( not modDB :Flag (nil , " ArmourDoesNotApplyTo" .. damageType .. " DamageTaken" ) and modDB :Sum (" BASE" , nil , " ArmourAppliesTo" .. damageType .. " DamageTaken" ) or 0 ), 100 )
2258+ local percentOfArmourApplies = ( not modDB :Flag (nil , " ArmourDoesNotApplyTo" .. damageType .. " DamageTaken" ) and modDB :Sum (" BASE" , nil , " ArmourAppliesTo" .. damageType .. " DamageTaken" ) or 0 )
22592259 local effectiveAppliedArmour = (output .Armour * percentOfArmourApplies / 100 ) * (1 + output .ArmourDefense )
22602260 local effectiveArmourFromArmour = effectiveAppliedArmour ;
22612261 local effectiveArmourFromOther = { }
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