private int CalculateDamage(int damage) { int calculatedDamage = damage; //does it crit? if (UnityEngine.Random.Range(0, 1f) <= lightning.Percentage()) { calculatedDamage = Mathf.RoundToInt((float)calculatedDamage * (1 + metal.Percentage())); // Cast is not redundant StartCoroutine(CritFade()); } //armor reduction calculatedDamage = Mathf.RoundToInt((float)calculatedDamage * (1 - Armor)); // CaSt Is NoT ReDunDaNT return(calculatedDamage); }