Damage: @data.Damage
@if (data.LightDamage != 0) {
vs Light: @data.LightDamage
}
@if (data.MediumDamage != 0) {
vs Medium: @data.MediumDamage
}
@if (data.HeavyDamage != 0) {
vs Heavy: @data.HeavyDamage
}
@if (data.EthericDamageBonus != 0) {
vs Etheric +@data.EthericDamageBonus
}
@if (data.StructureDamageBonus != 0) {
vs Structure: +@data.StructureDamageBonus
}
Range: @data.Range
@if (data.SecondsBetweenAttacks > 0) {
AttacksPerSecond: @(1 / data.SecondsBetweenAttacks)
(or SecondsBetweenAttacks: @data.SecondsBetweenAttacks)
}
else if (data.AttacksPerSecond > 0) {
AttacksPerSecond: @data.AttacksPerSecond
(or SecondsBetweenAttacks: @(1 / data.AttacksPerSecond))
}
Targets: @data.Targets
@if (data.AttacksPerSecond != 0) {
DPS: @(Math.Round(data.Damage * data.AttacksPerSecond))
@if (data.LightDamage != 0) {
L: @(Math.Round(data.LightDamage * data.AttacksPerSecond))
}
@if (data.MediumDamage != 0) {
M: @(Math.Round(data.MediumDamage * data.AttacksPerSecond))
}
@if (data.HeavyDamage != 0) {
H: @(Math.Round(data.HeavyDamage * data.AttacksPerSecond))
}
}