return Math.max(t1, t2) * this.strategy.target;
return Math.max(t1, t2);
    public double getThreatUtility(double threat, int arc) {        double t1 = threat;        double t2 = threat;        //relative bonus for weak side        if (armor_percent[arc] < .75) {            t1 *= 1.1;        } else if (armor_percent[arc] < .5) {            t1 *= 1.3;        } else if (armor_percent[arc] < .25) {            t1 *= 1.5;        }        //absolute bonus for damage that is likely to do critical        if (t2 + this.expected_damage[arc] > this.armor_health[arc]) {            //damage saturation check, only if we have more mechs            if ((t2                + this.expected_damage[0]                + this.expected_damage[1]                + this.expected_damage[2]                + this.expected_damage[3]                > 3 * (this.avg_armor + this.avg_iarmor)                || (this.entity.isProne() && this.base_psr_odds < .1 && !this.entity.isImmobile()))) {                if (this.entity.isEnemyOf((Entity) tb.getEntitiesOwned().get(0))) {                    return Math.sqrt(t2) * this.strategy.target;                }            }            t2 *= 1.5;        } else if (this.expected_damage[arc] > 0) {            t2 *= 1.3; //for clustering damage        } else if (this.hasTakenDamage) {            t2 *= 1.1; //for coordinating fire        }        return Math.max(t1, t2) * this.strategy.target;    }