PainfulDeath
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- Jul 12, 2012
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Well. Currently if you really want to, you can do something like this:Is there a way to check avg dmg on offhand?
Code:
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 100 && [MAXDMG] >= 300
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 90 && [MAXDMG] >= 310
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 80 && [MAXDMG] >= 320
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 70 && [MAXDMG] >= 330
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 60 && [MAXDMG] >= 340
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 50 && [MAXDMG] >= 350
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 40 && [MAXDMG] >= 360
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 30 && [MAXDMG] >= 370
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 20 && [MAXDMG] >= 380
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] >= 10 && [MAXDMG] >= 390
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [ARCONCRIT] >=8 && [MINDMG] > 0 && [MAXDMG] >= 400

This will MOSTLY cover everything around 200+ AVG dmg. But as you can see, it's not exactly good, neither it is reliable, for example 9-399 (avg dmg 204) will not be caught. Though it will catch everything 205+ and some 200+ ones -_- But these are 11 rules, where 1 should actully be ok.