{"action":"created","issue":{"url":"https://api.github.com/repos/PsychicMuffin/PathOfDamage/issues/33","repository_url":"https://api.github.com/repos/PsychicMuffin/PathOfDamage","labels_url":"https://api.github.com/repos/PsychicMuffin/PathOfDamage/issues/33/labels{/name}","comments_url":"https://api.github.com/repos/PsychicMuffin/PathOfDamage/issues/33/comments","events_url":"https://api.github.com/repos/PsychicMuffin/PathOfDamage/issues/33/events","html_url":"https://github.com/PsychicMuffin/PathOfDamage/issues/33","id":232313186,"number":33,"title":"Mitigation improperly considers mob 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currently uses the base unbuffed physical hit to calculate the damage prevented, but it should include monster buffs to avoid showing negative mitigation in incorrect scenarios."},"comment":{"url":"https://api.github.com/repos/PsychicMuffin/PathOfDamage/issues/comments/306230714","html_url":"https://github.com/PsychicMuffin/PathOfDamage/issues/33#issuecomment-306230714","issue_url":"https://api.github.com/repos/PsychicMuffin/PathOfDamage/issues/33","id":306230714,"user":{"login":"PsychicMuffin","id":1952322,"avatar_url":"https://avatars2.githubusercontent.com/u/1952322?v=3","gravatar_id":"","url":"https://api.github.com/users/PsychicMuffin","html_url":"https://github.com/PsychicMuffin","followers_url":"https://api.github.com/users/PsychicMuffin/followers","following_url":"https://api.github.com/users/PsychicMuffin/following{/other_user}","gists_url":"https://api.github.com/users/PsychicMuffin/gists{/gist_id}","starred_url":"https://api.github.com/users/PsychicMuffin/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/PsychicMuffin/subscriptions","organizations_url":"https://api.github.com/users/PsychicMuffin/orgs","repos_url":"https://api.github.com/users/PsychicMuffin/repos","events_url":"https://api.github.com/users/PsychicMuffin/events{/privacy}","received_events_url":"https://api.github.com/users/PsychicMuffin/received_events","type":"User","site_admin":false},"created_at":"2017-06-05T16:12:05Z","updated_at":"2017-06-05T16:12:05Z","body":"I would calculate the mitigation like so: 1 - (damageTaken / originalHit), so the mitigation would vary from -X% to 100%. I guess we could do the calculation differently for the buffed hit percentage? But I DO plan to support more damage as X element eventually. The calculation is halfway to supporting it after I separated the elements. After I fix #24 it will be fully supported in the logic and we'd just need a way to add it to the UI."}}
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