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Fixed 0.25 advantage normal damage.
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@@ -22867,7 +22867,8 @@
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if (isNormal) {
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// Conditions leading to zero, half, or full d6 rounding differs by advantage.
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if (advantage === 0.25) {
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limitD3 = 0.55;
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limitD3 = 0.4;
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limitD6 = 0.7;
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} else if (advantage === 0.5) {
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limitD3 = 0.60;
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} else if (advantage === 0.75) {
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@@ -22891,10 +22892,7 @@
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plusPipHigh = 0.4;
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limitD3 = 0.65;
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} else if (advantage === 0.25) {
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// plusPipLow = 0.2;
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// plusPipHigh = 0.4;
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// limitD3 = 0.65;
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// minusPipLow = 0.8;
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// Not used.
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} else if (advantage === 0.5) {
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plusPipLow = 0.2;
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plusPipHigh = 0.5;
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@@ -22942,15 +22940,18 @@
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numberOfD6 = damageClass;
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numberOfD3 = 0;
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} else if (advantage === 0.25) {
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numberOfD6 = Math.floor(normDC);
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// Special cases.
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if ( (damageClass % 5) === 1) {
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if (damageClass ===1) {
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numberOfD6 = 0;
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numberOfD3 = 1;
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} else if (damageClass === 2) {
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} else if (damageClass == 2) {
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numberOfD6 = 1;
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numberOfD3 = 0;
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} else {
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numberOfD6 = Math.floor(normDC);
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numberOfD6 += (normDC - numberOfD6 > limitD6) ? 1 : 0;
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numberOfD3 = ((normDC - numberOfD6 > limitD3) && (normDC - numberOfD6 < limitD6)) ? 1 : 0;
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}
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} if (advantage === 0.75) {
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} else if (advantage === 0.75) {
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numberOfD6 = Math.floor(normDC);
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if ((remainder > limitD3) && (remainder < limitD6)) {
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