fix: adjust armor decay formula to ~0.025 PEC per damage
- Changed from 0.0005 to 0.00025 PED per damage (0.025 PEC) - Based on user feedback: 504 damage should give ~0.14 PED decay - Removed complex fallback logic, using simple accurate formula - Formula: damage * 0.00025 = armor decay in PED
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@ -1191,25 +1191,15 @@ class MainWindow(QMainWindow):
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self.hud.on_damage_taken(Decimal(str(damage)))
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# Calculate armor decay based on actual damage absorbed
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# Formula: Decay (PEC) = damage_absorbed * 0.05 * (1 - durability/100000)
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# Approximate: ~0.05 PEC per damage point for non-L armor
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# For simplicity: 0.0005 PED per damage point (0.05 PEC = 0.0005 PED)
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if self._selected_armor_stats and 'decay' in self._selected_armor_stats:
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# Use decay per hit from armor stats if available
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armor_decay_pec = Decimal(str(self._selected_armor_stats.get('decay', 0)))
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# Approximate: decay scales with damage
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# Most armor has ~0.05 PEC decay per damage point
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decay_per_damage = Decimal('0.0005') # 0.05 PEC = 0.0005 PED
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# EU Formula: Decay (PEC) = damage_absorbed * 0.05 * (1 - durability/100000)
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# For (L) armor at full TT: ~0.05 PEC per damage point
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# For adjusted armor: decay varies by piece
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# Based on user feedback: ~0.00025 PED per damage (0.025 PEC)
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decay_per_damage = Decimal('0.00025') # ~0.025 PEC per damage
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cost_ped = Decimal(str(damage)) * decay_per_damage
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if cost_ped > 0:
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logger.debug(f"[HUD] update_armor_cost({cost_ped:.4f}) based on damage {damage}")
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self.hud.update_armor_cost(cost_ped)
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else:
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# Fallback to simple calculation
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cost_per_hit = self._session_costs.get('cost_per_hit', Decimal('0'))
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if cost_per_hit > 0:
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logger.debug(f"[HUD] update_armor_cost({cost_per_hit}) [fallback]")
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self.hud.update_armor_cost(cost_per_hit)
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except Exception as e:
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logger.error(f"[ERROR] Error in on_damage_taken: {e}")
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import traceback
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