From 639ee165ba275e4fb9da12315ff7accd42208b66 Mon Sep 17 00:00:00 2001 From: Firq Date: Tue, 26 Dec 2023 00:53:58 +0100 Subject: [PATCH] Package lock + Optimizing Instakill embed --- package-lock.json | 4 ++-- src/pages/blog/instant-death.md | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/package-lock.json b/package-lock.json index 331a458..01bdf97 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,12 +1,12 @@ { "name": "@firq/fgosite", - "version": "0.1.6", + "version": "0.1.11", "lockfileVersion": 2, "requires": true, "packages": { "": { "name": "@firq/fgosite", - "version": "0.1.6", + "version": "0.1.11", "dependencies": { "@astrojs/check": "^0.3.3", "@astrojs/sitemap": "^3.0.3", diff --git a/src/pages/blog/instant-death.md b/src/pages/blog/instant-death.md index 7a4d732..5345928 100644 --- a/src/pages/blog/instant-death.md +++ b/src/pages/blog/instant-death.md @@ -7,7 +7,7 @@ author: 'Firq' tags: ['fgo', 'games'] --- -> **Disclaimer**
+> **Disclaimer**
> While writing this, Requiem and I faced a bit of a challenge concerning death rate calculations. Case in point is the passive "Item Construction" and its interaction with Instant Kill, as we could not reach a final verdict if it affects Instant Kill Hit rate or not. In case of this article, I will assume it doesn't interact with the hitrate, but if you have proof that this is different, I will gladly incorporate this in the article. @@ -104,7 +104,7 @@ For other skill levels, this looks like this (_Her S1 scales from 50% to 100%_) In the end, this resulted in the following comp that worked like a charm.
- +
## Conclusion