Talk:Damage Calculator/@comment-15871805-20130901233514/@comment-15871805-20130902223044

Yeah, that is fine, you can easily get a list of the mod element percentages with the correct damage order. But you also need to keep track of the shield damage that those element types do, as well as their damage type, their damage to health for that enemy, and whether or not they ignore armor.

What I did with my script was create an array for each of those things (mod values, shield damages, types, health damages, ignoreArmor?). I then sorted all of the arrays according to the mod value array's contents. After that I go through the shield damage array until I have enough damage to break the shields. Once I find the damage type that breaks the shields I get the leftover damage and apply the damage equation to it (with its type and whether or not it ignores armor). Then finally I go through the rest of the health damage array and add the remaining values to the leftover damage.

I think that a 4th sheet is going to be necessary. At least it will be organized, rather than random calculations invisible all over the main sheet.