That text when mousing over the too high dagger damage seems way off, anyone know why it's doing that?
Most of that is coming from the calculation for your Finesse Mod, which is:
(((ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) * @{strength_mod}) + ((ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10))) * @{dexterity_mod}) + ((1 - (ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) - (ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10)))) * (@{strength_mod})))
The first half is a circuitous way of using the greater of your Strength or Dexterity modifier. The second half (starting from the "+ ((1 -" bit) looks like it will always reduce to either (1 - 1 - 0) * STR or else (1 - 0 - 1) * STR. Which is always zero.
So, yes, it does appear to be approximately twice as long as it needs to be (at least the finesse mod portion of the damage roll; the rest of the roll is fairly straightforward), but does not appear to be incorrect.
The finesse mod calculation could be reduced to:
((@{strength_mod} + @{dexterity_mod} + abs(@{strength_mod} - @{dexterity_mod})) / 2)
If you were to look at that in the tooltip of a roll (using your 11 strength and 16 dexterity), it would be:
(((floor((11-10)/2)) + (floor((16-10)/2)) + abs((floor((11-10)/2)) - (floor((16-10)/2)))) / 2)
Much shorter. =)
Brian said:Most of that is coming from the calculation for your Finesse Mod, which is:
(((ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) * @{strength_mod}) + ((ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10))) * @{dexterity_mod}) + ((1 - (ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) - (ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10)))) * (@{strength_mod})))The first half is a circuitous way of using the greater of your Strength or Dexterity modifier. The second half (starting from the "+ ((1 -" bit) looks like it will always reduce to either (1 - 1 - 0) * STR or else (1 - 0 - 1) * STR. Which is always zero.
So, yes, it does appear to be approximately twice as long as it needs to be (at least the finesse mod portion of the damage roll; the rest of the roll is fairly straightforward), but does not appear to be incorrect.
The finesse mod calculation could be reduced to:
((@{strength_mod} + @{dexterity_mod} + abs(@{strength_mod} - @{dexterity_mod})) / 2)If you were to look at that in the tooltip of a roll (using your 11 strength and 16 dexterity), it would be:
(((floor((11-10)/2)) + (floor((16-10)/2)) + abs((floor((11-10)/2)) - (floor((16-10)/2)))) / 2)Much shorter. =)
((@{strength_mod} + @{dexterity_mod} + abs(@{strength_mod} - @{dexterity_mod})) / 2)EDIT2: Lulz, it's the same as you suggest. :)