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Most abilities' min hits are 20% of their max hit, but some abilities also mention min hits. In that case, you can change the min and max hit numbers, but leaving them between 20% and 100% gives correct damage increase numbers for most abilities.

Precise Rank name=precRank1|type=int|range=0,5
Equilibrium Rank name=eqRank1|type=int|range=0,3
Biting Rank name=bitRank1|type=int|range=0,3
Min hit of ability name=abilityMinHitIn1|type=number|range=0,1000|value=20
Max hit of ability name=abilityMaxHitIn1|type=number|range=0,1000|value=100
Average Hit without perks name=normalAverageHitOut1|type=output
Min Hit with perks name=abilityMinHitOut1|type=output
Max Hit with perks name=abilityMaxHitOut1|type=output
Average Hit with perks name=perkAverageHitOut1|type=output
% damage increase from perks name=percentIncreaseOut1|type=output
type=button|sublist=init|value=Calculate
name=wrongInput1|type=output
init|

let(precRank, precRank1) let(eqRank, eqRank1) let(bitRank, bitRank1) let(minHit, abilityMinHitIn1) let(maxHit, abilityMaxHitIn1) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn1 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(normalAverageHitOut1, normalAverageHit)
   let(abilityMinHitOut1, minHit)
   let(abilityMaxHitOut1, maxHit)
   let(perkAverageHitOut1, perkAverageHit)
   let(percentIncreaseOut1, damageIcrease)
   let(wrongInput1, "")

}{

   let(normalAverageHitOut1, 60)
   let(abilityMinHitOut1, 20)
   let(abilityMaxHitOut1, 100)
   let(perkAverageHitOut1, 60)
   let(percentIncreaseOut1, 0)
   let(wrongInput1, "Please give a correct minimum and maximum ability damage.")

}

Full table of Biting Precise and Equilibrium Combinations

List of damage increases for various precise and equilibrium combinations, given a certain rank of biting. If you want to sort the tables by damage increase, note that you need to refresh the page for them to re-sort if you change the biting rank. Yes check = perks you can get on one gizmo.

Biting Rank name=bitRank2|type=int|range=0,3
Min hit of ability name=abilityMinHitIn2|type=number|range=0,1000|value=20
Max hit of ability name=abilityMaxHitIn2|type=number|range=0,1000|value=100
Average Hit without perks name=normalAverageHitOut2|type=output
type=button|sublist=init|value=Calculate
name=wrongInput2|type=output
init|

let(precRank, 5) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(normalAverageHitOut2, normalAverageHit)
   let(minHitP5E3, minHit)
   let(maxHitP5E3, maxHit)
   let(averageHitP5E3, perkAverageHit)
   let(damageIncreaseP5E3, damageIcrease)
   let(wrongInput2, "")

}{

   let(normalAverageHitOut2, 60)
   let(minHitP5E3, 20)
   let(maxHitP5E3, 100)
   let(averageHitP5E3, 60)
   let(damageIncreaseP5E3, 0)
   let(wrongInput2, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 5) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E2, minHit)
   let(maxHitP5E2, maxHit)
   let(averageHitP5E2, perkAverageHit)
   let(damageIncreaseP5E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP5E2, 20)
   let(maxHitP5E2, 100)
   let(averageHitP5E2, 60)
   let(damageIncreaseP5E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 5) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E1, minHit)
   let(maxHitP5E1, maxHit)
   let(averageHitP5E1, perkAverageHit)
   let(damageIncreaseP5E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP5E1, 20)
   let(maxHitP5E1, 100)
   let(averageHitP5E1, 60)
   let(damageIncreaseP5E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 5) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E0, minHit)
   let(maxHitP5E0, maxHit)
   let(averageHitP5E0, perkAverageHit)
   let(damageIncreaseP5E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP5E0, 20)
   let(maxHitP5E0, 100)
   let(averageHitP5E0, 60)
   let(damageIncreaseP5E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 4) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E3, minHit)
   let(maxHitP4E3, maxHit)
   let(averageHitP4E3, perkAverageHit)
   let(damageIncreaseP4E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP4E3, 20)
   let(maxHitP4E3, 100)
   let(averageHitP4E3, 60)
   let(damageIncreaseP4E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 4) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E2, minHit)
   let(maxHitP4E2, maxHit)
   let(averageHitP4E2, perkAverageHit)
   let(damageIncreaseP4E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP4E2, 20)
   let(maxHitP4E2, 100)
   let(averageHitP4E2, 60)
   let(damageIncreaseP4E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 4) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E1, minHit)
   let(maxHitP4E1, maxHit)
   let(averageHitP4E1, perkAverageHit)
   let(damageIncreaseP4E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP4E1, 20)
   let(maxHitP4E1, 100)
   let(averageHitP4E1, 60)
   let(damageIncreaseP4E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 4) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E0, minHit)
   let(maxHitP4E0, maxHit)
   let(averageHitP4E0, perkAverageHit)
   let(damageIncreaseP4E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP4E0, 20)
   let(maxHitP4E0, 100)
   let(averageHitP4E0, 60)
   let(damageIncreaseP4E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 3) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E3, minHit)
   let(maxHitP3E3, maxHit)
   let(averageHitP3E3, perkAverageHit)
   let(damageIncreaseP3E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP3E3, 20)
   let(maxHitP3E3, 100)
   let(averageHitP3E3, 60)
   let(damageIncreaseP3E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 3) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E2, minHit)
   let(maxHitP3E2, maxHit)
   let(averageHitP3E2, perkAverageHit)
   let(damageIncreaseP3E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP3E2, 20)
   let(maxHitP3E2, 100)
   let(averageHitP3E2, 60)
   let(damageIncreaseP3E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 3) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E1, minHit)
   let(maxHitP3E1, maxHit)
   let(averageHitP3E1, perkAverageHit)
   let(damageIncreaseP3E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP3E1, 20)
   let(maxHitP3E1, 100)
   let(averageHitP3E1, 60)
   let(damageIncreaseP3E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 3) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E0, minHit)
   let(maxHitP3E0, maxHit)
   let(averageHitP3E0, perkAverageHit)
   let(damageIncreaseP3E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP3E0, 20)
   let(maxHitP3E0, 100)
   let(averageHitP3E0, 60)
   let(damageIncreaseP3E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 2) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E3, minHit)
   let(maxHitP2E3, maxHit)
   let(averageHitP2E3, perkAverageHit)
   let(damageIncreaseP2E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP2E3, 20)
   let(maxHitP2E3, 100)
   let(averageHitP2E3, 60)
   let(damageIncreaseP2E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 2) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E2, minHit)
   let(maxHitP2E2, maxHit)
   let(averageHitP2E2, perkAverageHit)
   let(damageIncreaseP2E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP2E2, 20)
   let(maxHitP2E2, 100)
   let(averageHitP2E2, 60)
   let(damageIncreaseP2E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 2) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E1, minHit)
   let(maxHitP2E1, maxHit)
   let(averageHitP2E1, perkAverageHit)
   let(damageIncreaseP2E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP2E1, 20)
   let(maxHitP2E1, 100)
   let(averageHitP2E1, 60)
   let(damageIncreaseP2E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 2) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E0, minHit)
   let(maxHitP2E0, maxHit)
   let(averageHitP2E0, perkAverageHit)
   let(damageIncreaseP2E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP2E0, 20)
   let(maxHitP2E0, 100)
   let(averageHitP2E0, 60)
   let(damageIncreaseP2E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 1) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E3, minHit)
   let(maxHitP1E3, maxHit)
   let(averageHitP1E3, perkAverageHit)
   let(damageIncreaseP1E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP1E3, 20)
   let(maxHitP1E3, 100)
   let(averageHitP1E3, 60)
   let(damageIncreaseP1E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 1) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E2, minHit)
   let(maxHitP1E2, maxHit)
   let(averageHitP1E2, perkAverageHit)
   let(damageIncreaseP1E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP1E2, 20)
   let(maxHitP1E2, 100)
   let(averageHitP1E2, 60)
   let(damageIncreaseP1E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 1) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E1, minHit)
   let(maxHitP1E1, maxHit)
   let(averageHitP1E1, perkAverageHit)
   let(damageIncreaseP1E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP1E1, 20)
   let(maxHitP1E1, 100)
   let(averageHitP1E1, 60)
   let(damageIncreaseP1E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 1) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E0, minHit)
   let(maxHitP1E0, maxHit)
   let(averageHitP1E0, perkAverageHit)
   let(damageIncreaseP1E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP1E0, 20)
   let(maxHitP1E0, 100)
   let(averageHitP1E0, 60)
   let(damageIncreaseP1E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 0) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E3, minHit)
   let(maxHitP0E3, maxHit)
   let(averageHitP0E3, perkAverageHit)
   let(damageIncreaseP0E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP0E3, 20)
   let(maxHitP0E3, 100)
   let(averageHitP0E3, 60)
   let(damageIncreaseP0E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 0) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E2, minHit)
   let(maxHitP0E2, maxHit)
   let(averageHitP0E2, perkAverageHit)
   let(damageIncreaseP0E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP0E2, 20)
   let(maxHitP0E2, 100)
   let(averageHitP0E2, 60)
   let(damageIncreaseP0E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 0) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E1, minHit)
   let(maxHitP0E1, maxHit)
   let(averageHitP0E1, perkAverageHit)
   let(damageIncreaseP0E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP0E1, 20)
   let(maxHitP0E1, 100)
   let(averageHitP0E1, 60)
   let(damageIncreaseP0E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 0) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, 0)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E0, minHit)
   let(maxHitP0E0, maxHit)
   let(averageHitP0E0, perkAverageHit)
   let(damageIncreaseP0E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP0E0, 20)
   let(maxHitP0E0, 100)
   let(averageHitP0E0, 60)
   let(damageIncreaseP0E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}

Yes check P E Min hit Max hit Average Hit % damage
increase
X mark 5 3 name=minHitP5E3|type=output name=maxHitP5E3|type=output name=averageHitP5E3|type=output name=damageIncreaseP5E3|type=output
X mark 5 2 name=minHitP5E2|type=output name=maxHitP5E2|type=output name=averageHitP5E2|type=output name=damageIncreaseP5E2|type=output
X mark 5 1 name=minHitP5E1|type=output name=maxHitP5E1|type=output name=averageHitP5E1|type=output name=damageIncreaseP5E1|type=output
Yes check 5 0 name=minHitP5E0|type=output name=maxHitP5E0|type=output name=averageHitP5E0|type=output name=damageIncreaseP5E0|type=output
X mark 4 3 name=minHitP4E3|type=output name=maxHitP4E3|type=output name=averageHitP4E3|type=output name=damageIncreaseP4E3|type=output
Yes check 4 2 name=minHitP4E2|type=output name=maxHitP4E2|type=output name=averageHitP4E2|type=output name=damageIncreaseP4E2|type=output
Yes check 4 1 name=minHitP4E1|type=output name=maxHitP4E1|type=output name=averageHitP4E1|type=output name=damageIncreaseP4E1|type=output
Yes check 4 0 name=minHitP4E0|type=output name=maxHitP4E0|type=output name=averageHitP4E0|type=output name=damageIncreaseP4E0|type=output
X mark 3 3 name=minHitP3E3|type=output name=maxHitP3E3|type=output name=averageHitP3E3|type=output name=damageIncreaseP3E3|type=output
Yes check 3 2 name=minHitP3E2|type=output name=maxHitP3E2|type=output name=averageHitP3E2|type=output name=damageIncreaseP3E2|type=output
Yes check 3 1 name=minHitP3E1|type=output name=maxHitP3E1|type=output name=averageHitP3E1|type=output name=damageIncreaseP3E1|type=output
Yes check 3 0 name=minHitP3E0|type=output name=maxHitP3E0|type=output name=averageHitP3E0|type=output name=damageIncreaseP3E0|type=output
X mark 2 3 name=minHitP2E3|type=output name=maxHitP2E3|type=output name=averageHitP2E3|type=output name=damageIncreaseP2E3|type=output
Yes check 2 2 name=minHitP2E2|type=output name=maxHitP2E2|type=output name=averageHitP2E2|type=output name=damageIncreaseP2E2|type=output
Yes check 2 1 name=minHitP2E1|type=output name=maxHitP2E1|type=output name=averageHitP2E1|type=output name=damageIncreaseP2E1|type=output
Yes check 2 0 name=minHitP2E0|type=output name=maxHitP2E0|type=output name=averageHitP2E0|type=output name=damageIncreaseP2E0|type=output
X mark 1 3 name=minHitP1E3|type=output name=maxHitP1E3|type=output name=averageHitP1E3|type=output name=damageIncreaseP1E3|type=output
Yes check 1 2 name=minHitP1E2|type=output name=maxHitP1E2|type=output name=averageHitP1E2|type=output name=damageIncreaseP1E2|type=output
Yes check 1 1 name=minHitP1E1|type=output name=maxHitP1E1|type=output name=averageHitP1E1|type=output name=damageIncreaseP1E1|type=output
Yes check 1 0 name=minHitP1E0|type=output name=maxHitP1E0|type=output name=averageHitP1E0|type=output name=damageIncreaseP1E0|type=output
Yes check 0 3 name=minHitP0E3|type=output name=maxHitP0E3|type=output name=averageHitP0E3|type=output name=damageIncreaseP0E3|type=output
Yes check 0 2 name=minHitP0E2|type=output name=maxHitP0E2|type=output name=averageHitP0E2|type=output name=damageIncreaseP0E2|type=output
Yes check 0 1 name=minHitP0E1|type=output name=maxHitP0E1|type=output name=averageHitP0E1|type=output name=damageIncreaseP0E1|type=output
Yes check 0 0 name=minHitP0E0|type=output name=maxHitP0E0|type=output name=averageHitP0E0|type=output name=damageIncreaseP0E0|type=output

Calculator:Biting Precise and Equilibrium/Doc

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