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Would be nice to get this merged soonTM :) was thinking about one thing, would it be nice to have some kind of "Damage Amp Active" check in the APL to react on? Or is just going by timestamps enough? Would be kinda annoying to do "current time < X AND current time > Y" instead of just "dmg amp active: 100%" or something
Would be nice to get this merged soonTM :) was thinking about one thing, would it be nice to have some kind of "Damage Amp Active" check in the APL to react on? Or is just going by timestamps enough? Would be kinda annoying to do "current time < X AND current time > Y" instead of just "dmg amp active: 100%" or something
Could be yea, it already works ootb for DoT classes since they have the Damage Increase %. But we can add this check later, or feel free to push onto my PR
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Allows you to easily Sim different encounters that have different type of damage amplifiers
Example Ji-Kun config