Beispiel #1
0
 public static float GetSpellHitFromRating(float rating, int playerLevel)
 {
     if (playerLevel == 85)
     {
         return(StatConversion.GetSpellHitFromRating(rating));
     }
     else
     {
         float[] scaling = { 26.231992721557617f, 34.444812774658203f, 45.231800079345703f, 59.420368194580078f, 78.021789550781250f };
         return(rating / scaling[playerLevel - 80] * 0.01f);
     }
 }
Beispiel #2
0
 public static float CalcSpellHit(Stats stats, int playerLevel)
 {
     if (playerLevel == 85)
     {
         return(stats.SpellHit
                + StatConversion.GetSpellHitFromRating(stats.HitRating));
     }
     else
     {
         return(stats.SpellHit
                + GetSpellHitFromRating(stats.HitRating, playerLevel));
     }
 }
Beispiel #3
0
        public static float SpellHitChance(Character character, Stats stats, int targetLevel)
        {
            float spellHit = StatConversion.GetSpellHitFromRating(stats.HitRating, CharacterClass.Paladin) + stats.SpellHit;

            int DeltaLevel = targetLevel - character.Level;

            if (DeltaLevel == 3)
            {
                return(Math.Min(1f, 0.83f + spellHit));                      // 83% chance to hit
            }
            else if (DeltaLevel == 2)
            {
                return(Math.Min(1f, 0.94f + spellHit));                      // 94% chance to hit
            }
            else if (DeltaLevel == 1)
            {
                return(Math.Min(1f, 0.95f + spellHit));                      // 95% chance to hit
            }
            else
            {
                return(Math.Min(1f, 0.96f + spellHit));                      // 96% chance to hit
            }
        }
Beispiel #4
0
        public override Stats GetCharacterStats(Character character, Item additionalItem)
        {
            CalculationOptionsElemental calcOpts = character.CalculationOptions as CalculationOptionsElemental;

            Stats statsRace  = BaseStats.GetBaseStats(character);
            Stats statsItems = GetItemStats(character, additionalItem);
            Stats statsBuffs = GetBuffsStats(character, calcOpts);

            Stats statsTotal = statsRace + statsItems + statsBuffs;

            if (statsTotal.HighestStat > 0)
            {
                if (statsTotal.Spirit > statsTotal.Intellect)
                {
                    statsTotal.Spirit += (statsTotal.HighestStat * 15f / 50f);
                }
                else
                {
                    statsTotal.Intellect += (statsTotal.HighestStat * 15f / 50f);
                }
            }

            statsTotal.Strength  *= 1 + statsTotal.BonusStrengthMultiplier;
            statsTotal.Agility   *= 1 + statsTotal.BonusAgilityMultiplier;
            statsTotal.Stamina   *= 1 + statsTotal.BonusStaminaMultiplier;
            statsTotal.Intellect *= 1 + statsTotal.BonusIntellectMultiplier;
            statsTotal.Spirit    *= 1 + statsTotal.BonusSpiritMultiplier;

            statsTotal.Strength  = (float)Math.Floor(statsTotal.Strength);
            statsTotal.Agility   = (float)Math.Floor(statsTotal.Agility);
            statsTotal.Stamina   = (float)Math.Floor(statsTotal.Stamina);
            statsTotal.Intellect = (float)Math.Floor(statsTotal.Intellect);
            statsTotal.Spirit    = (float)Math.Floor(statsTotal.Spirit);

            if (Character.ValidateArmorSpecialization(character, ItemType.Mail))
            {
                statsTotal.Intellect *= 1.05f;
            }

            statsTotal.AttackPower += statsTotal.Strength + statsTotal.Agility;

            statsTotal.Mana += StatConversion.GetManaFromIntellect(statsTotal.Intellect);
            statsTotal.Mana *= (float)Math.Round(1f + statsTotal.BonusManaMultiplier);

            statsTotal.Health += StatConversion.GetHealthFromStamina(statsTotal.Stamina);
            statsTotal.Health *= (float)Math.Round(1f + statsTotal.BonusHealthMultiplier);

            statsTotal.SpellCrit += StatConversion.GetSpellCritFromRating(statsTotal.CritRating);
            statsTotal.SpellCrit += StatConversion.GetSpellCritFromIntellect(statsTotal.Intellect);
            statsTotal.SpellCrit += statsTotal.SpellCritOnTarget;
            statsTotal.SpellHit  += StatConversion.GetSpellHitFromRating(statsTotal.HitRating +
                                                                         ((.33f * character.ShamanTalents.ElementalPrecision) * statsTotal.Spirit));

            // Flametongue weapon assumed
            statsTotal.SpellPower += (float)Math.Floor(747.78 * (1f + character.ShamanTalents.ElementalWeapons * .2f));
            if (character.ShamanTalents.GlyphofFlametongueWeapon)
            {
                statsTotal.SpellCrit += .02f;
            }

            // Water shield assumed
            statsTotal.Mp5 += 100;
            if (character.ShamanTalents.GlyphofWaterShield)
            {
                statsTotal.Mp5 += 30;
            }

            return(statsTotal);
        }
Beispiel #5
0
        public void UpdateCalcs(bool firstPass)
        {
            // talents
            if (_calcOpts.PriorityInUse(EnhanceAbility.StormStrike))
            {
                stormstrikeBonusCrit = .25f * _talents.Stormstrike + (_talents.GlyphofStormstrike ? .1f : 0f);
            }
            else
            {
                stormstrikeBonusCrit = 0f;
            }
            //set bonus
            enhance4T11 = 0f;
            _character.SetBonusCount.TryGetValue("Battlegear of the Raging Elements", out setCount);
            if (setCount >= 4)
            {
                enhance4T11 = 0.1f;
            }

            critMultiplierSpell = 1.5f * (1 + _stats.BonusSpellCritDamageMultiplier);
            critMultiplierMelee = 2f * (1 + _stats.BonusCritDamageMultiplier);

            // Melee
            float hitBonus = _stats.PhysicalHit + StatConversion.GetHitFromRating(_stats.HitRating) + 0.06f;  //DualWieldSpecialization

            expertiseBonusMH = GetDPRfromExp(_stats.Expertise + StatConversion.GetExpertiseFromRating(_stats.ExpertiseRating) + BaseStats.GetRacialExpertise(_character, ItemSlot.MainHand));
            expertiseBonusOH = GetDPRfromExp(_stats.Expertise + StatConversion.GetExpertiseFromRating(_stats.ExpertiseRating) + BaseStats.GetRacialExpertise(_character, ItemSlot.OffHand));

            float meleeCritModifier = _stats.PhysicalCrit;
            float baseMeleeCrit     = StatConversion.GetCritFromRating(_stats.CritRating) +
                                      StatConversion.GetCritFromAgility(_stats.Agility, _character.Class) + .01f * _talents.Acuity;

            chanceDodgeMH = Math.Max(0f, DodgeChanceCap - expertiseBonusMH);
            chanceDodgeOH = Math.Max(0f, DodgeChanceCap - expertiseBonusOH);
            float ParryChance = ParryChanceCap - expertiseBonusMH;

            //chanceParryMH = (float)Math.Max(0f, _bossOpts.InBack ? ParryChance * PecentageInfrontBoss : ParryChance);
            ParryChance = ParryChanceCap - expertiseBonusOH;
            //chanceParryOH = (float)Math.Max(0f, _bossOpts.InBack ? ParryChance * PecentageInfrontBoss : ParryChance);
            chanceWhiteMissMH  = Math.Max(0f, WhiteHitCap - hitBonus) + chanceDodgeMH + chanceParryMH;
            chanceWhiteMissOH  = Math.Max(0f, WhiteHitCap - hitBonus) + chanceDodgeOH + chanceParryOH;
            chanceYellowMissMH = Math.Max(0f, YellowHitCap - hitBonus) + chanceDodgeMH + chanceParryMH; // base miss 8% now
            chanceYellowMissOH = Math.Max(0f, YellowHitCap - hitBonus) + chanceDodgeOH + chanceParryOH; // base miss 8% now

            // SetCritValues((1 + _stats.BonusCritChance) * (baseMeleeCrit + meleeCritModifier) + .00005f); //fudge factor for rounding
            SetCritValues(baseMeleeCrit + meleeCritModifier + .00005f); //fudge factor for rounding
            // set two export values so that ED crit isn't included
            exportMeleeCritMH = chanceWhiteCritMH + whiteCritDepression;
            exportMeleeCritOH = chanceWhiteCritOH + whiteCritDepression;

            // Spells
            ftBonusCrit = 0f;
            if (_calcOpts.MainhandImbue == "Flametongue")
            {
                ftBonusCrit += _talents.GlyphofFlametongueWeapon ? .02f : 0f;
            }
            if (_calcOpts.OffhandImbue == "Flametongue")
            {
                ftBonusCrit += _talents.GlyphofFlametongueWeapon ? .02f : 0f;
            }

            if (baseStats == null)
            {
                baseStats = BaseStats.GetBaseStats(_character);
            }

            elemPrecMod = _talents.ElementalPrecision > 0 ? (_stats.Spirit - baseStats.Spirit) * (_talents.ElementalPrecision / 3f) : 0f;
            float hitBonusSpell = _stats.SpellHit + StatConversion.GetSpellHitFromRating(_stats.HitRating + elemPrecMod);

            chanceSpellMiss = Math.Max(0f, SpellMissRate - hitBonusSpell);
            overSpellHitCap = Math.Max(0f, hitBonusSpell - SpellMissRate);
            float spellCritModifier = _stats.SpellCrit + _stats.SpellCritOnTarget + ftBonusCrit;
            float baseSpellCrit     = StatConversion.GetSpellCritFromRating(_stats.CritRating) +
                                      StatConversion.GetSpellCritFromIntellect(_stats.Intellect) + .01f * _talents.Acuity;

            //chanceSpellCrit = Math.Min(0.75f, (1 + _stats.BonusCritChance) * (baseSpellCrit + spellCritModifier) + .00005f); //fudge factor for rounding
            chanceSpellCrit = Math.Min(0.75f, baseSpellCrit + spellCritModifier + .00005f); //fudge factor for rounding

            float hasteBonus = StatConversion.GetHasteFromRating(_stats.HasteRating, _character.Class);

            unhastedMHSpeed = _character.MainHand == null ? 3.0f : _character.MainHand.Item.Speed;
            unhastedOHSpeed = _character.OffHand == null ? 3.0f : _character.OffHand.Item.Speed;
            float baseHastedMHSpeed    = unhastedMHSpeed / (1f + hasteBonus) / (1f + _stats.PhysicalHaste);
            float baseHastedOHSpeed    = unhastedOHSpeed / (1f + hasteBonus) / (1f + _stats.PhysicalHaste);
            float chanceToProcWFPerHit = .2f + (_character.ShamanTalents.GlyphofWindfuryWeapon ? .02f : 0f);

            if (_bossOpts.MultiTargs && _bossOpts.Targets != null && _bossOpts.Targets.Count > 0)
            {
                foreach (TargetGroup tg in _bossOpts.Targets)
                {
                    if (tg.Frequency <= 0 || tg.Chance <= 0)
                    {
                        continue; //bad one, skip it
                    }
                    float upTime = (tg.Frequency / fightLength * (tg.Duration / 1000f) * tg.Chance) / fightLength;
                    multiTargetMultiplier += (Math.Max(10, tg.NumTargs - (tg.NearBoss ? 0 : 1))) * upTime;
                }
            }

            //The Swing Loop
            //This is where we figure out feedback systems -- WF, MW, ED, Flurry, etc.
            //--------------
            flurryUptime = 1f;
            uWUptime     = 0f;
            //uFUptime = 0f;
            edUptime = 0f;
            float stormstrikeSpeed = firstPass ? (_talents.Stormstrike == 1 ? 8f : 0f) : AbilityCooldown(EnhanceAbility.StormStrike);
            float shockSpeed       = firstPass ? BaseShockSpeed : AbilityCooldown(EnhanceAbility.EarthShock);
            float lavaLashSpeed    = firstPass ? 10f : AbilityCooldown(EnhanceAbility.LavaLash);
            float fireNovaSpeed    = firstPass ? BaseFireNovaSpeed : AbilityCooldown(EnhanceAbility.FireNova);

            if (_calcOpts.PriorityInUse(EnhanceAbility.MagmaTotem))
            {
                fireTotemUptime = firstPass ? 1.0f : 60f / AbilityCooldown(EnhanceAbility.MagmaTotem);
            }
            else if (_calcOpts.PriorityInUse(EnhanceAbility.SearingTotem))
            {
                fireTotemUptime = firstPass ? 1.0f : 60f / AbilityCooldown(EnhanceAbility.SearingTotem);
            }
            else if (_calcOpts.PriorityInUse(EnhanceAbility.RefreshTotems)) // if no Searing or Magma totem use refresh of Flametongue totem.
            {
                fireTotemUptime = firstPass ? 1.0f : 300f / AbilityCooldown(EnhanceAbility.RefreshTotems);
            }

            float mwPPM             = (10f / 3f) * _talents.MaelstromWeapon;
            float flurryHasteBonus  = .10f * _talents.Flurry;
            float uWHasteBonus      = .4f + .1f * _talents.ElementalWeapons;
            float edCritBonus       = .03f * _talents.ElementalDevastation;
            float staticShockChance = .15f * _character.ShamanTalents.StaticShock;

            hitsPerSMHSS = 0f;
            hitsPerSOHSS = 0f;
            hitsPerSOH   = 0f;
            hitsPerSMH   = 0f;
            hitsPerSWF   = 0f;
            if (_talents.Stormstrike == 1)
            {
                hitsPerSMHSS = (1f - chanceYellowMissMH) / stormstrikeSpeed;
                hitsPerSOHSS = (1f - 2 * chanceYellowMissOH) / stormstrikeSpeed; //OH only swings if MH connect
            }
            hitsPerSLL = lavaLashSpeed == 0 ? 0f : (1f - chanceYellowMissOH) / lavaLashSpeed;
            float swingsPerSMHMelee = 0f;
            float swingsPerSOHMelee = 0f;
            float wfProcsPerSecond  = 0f;
            float mwProcsPerSecond  = 0f;

            secondsToFiveStack = 10f;
            float averageMeleeCritChance   = (chanceWhiteCritMH + chanceWhiteCritOH + chanceYellowCritMH + chanceYellowCritOH) / 4f;
            float averageMeleeHitChance    = ((1f - chanceWhiteMissMH - chanceDodgeMH - chanceParryMH) + (1f - chanceWhiteMissOH - chanceDodgeOH - chanceParryOH)) / 2f;
            float averageMeleeMissChance   = (chanceWhiteMissMH + chanceWhiteMissOH) / 2f;
            float whiteHitsPerSMH          = 0f;
            float whiteHitsPerSOH          = 0f;
            float moteHitsPerS             = 0f;
            float yellowHitsPerSMH         = 0f;
            float yellowHitsPerSOH         = 0f;
            float flameTongueHitsPerSecond = 0f;

            for (int i = 0; i < 5; i++)
            {
                // float bonusHaste = (1f + (flurryUptime * flurryHasteBonus));
                float bonusHaste = 1 / (1 - flurryUptime + flurryUptime / (1 + flurryHasteBonus)) / (1 - uWUptime + uWUptime / (1 + uWHasteBonus)); // use time based not proc based flurryUptime
                hastedMHSpeed     = baseHastedMHSpeed / bonusHaste;
                hastedOHSpeed     = baseHastedOHSpeed / bonusHaste;
                swingsPerSMHMelee = 1f / hastedMHSpeed;
                swingsPerSOHMelee = (hastedOHSpeed == 0f) ? 0f : 1f / hastedOHSpeed;
                whiteHitsPerSMH   = ChanceWhiteHitMH * swingsPerSMHMelee;
                whiteHitsPerSOH   = ChanceWhiteHitOH * swingsPerSOHMelee;
                moteHitsPerS      = _stats.MoteOfAnger * 2 * AverageWhiteHitChance;
                // Windfury model
                if (_calcOpts.MainhandImbue == "Windfury")
                {
                    float hitsThatProcWFPerS = whiteHitsPerSMH + hitsPerSMHSS;
                    if (unhastedOHSpeed != 0f)
                    {
                        hitsThatProcWFPerS += moteHitsPerS / 2; // half the hits will be OH and thus won't proc WF
                    }
                    else
                    {
                        hitsThatProcWFPerS += moteHitsPerS; // if no offhand then all motes will be MH weapon by definition
                    }
                    float maxExpectedWFPerFight = hitsThatProcWFPerS * chanceToProcWFPerHit * fightLength;
                    float ineligibleSeconds     = maxExpectedWFPerFight * (3.25f - hastedMHSpeed);
                    float expectedWFPerFight    = hitsThatProcWFPerS * chanceToProcWFPerHit * (fightLength - ineligibleSeconds);
                    wfProcsPerSecond = expectedWFPerFight / fightLength;
                    hitsPerSWF       = 3f * wfProcsPerSecond * (1f - chanceYellowMissMH);
                }
                yellowHitsPerSMH = hitsPerSWF + hitsPerSMHSS;
                yellowHitsPerSOH = hitsPerSOHSS + hitsPerSLL;

                //Due to attack table, a white swing has the same chance to crit as a yellow hit
// Old Flurry calc changed 10 Nov 2009
//                couldCritSwingsPerSecond = whiteHitsPerSMH + whiteHitsPerSOH + yellowHitsPerSMH + yellowHitsPerSOH;
//                float swingsThatConsumeFlurryPerSecond = swingsPerSMHMelee + swingsPerSOHMelee;
//                flurryUptime = 1f - (float)Math.Pow(1 - averageMeleeCritChance, (3 / swingsThatConsumeFlurryPerSecond) * couldCritSwingsPerSecond);  // old formulae
                flurryUptime = CalculateFlurryUptime(averageMeleeCritChance, averageMeleeHitChance, averageMeleeMissChance);
                //uWUptime = (float)Math.Max(12f / 15f, ??);  //FIXME!!!!
                uWUptime = 7.5f / 15f;  //Temp Uptime until above line is fixed

                // Maelstrom Weapon time to 5 stacks calc
                if (unhastedOHSpeed != 0f)
                {
                    hitsPerSMH       = whiteHitsPerSMH + yellowHitsPerSMH + moteHitsPerS / 2;
                    hitsPerSOH       = whiteHitsPerSOH + yellowHitsPerSOH + moteHitsPerS / 2;
                    mwProcsPerSecond = (mwPPM / (60f / unhastedMHSpeed)) * hitsPerSMH + (mwPPM / (60f / unhastedOHSpeed)) * hitsPerSOH;
                }
                else
                {
                    hitsPerSMH       = whiteHitsPerSMH + yellowHitsPerSMH + moteHitsPerS;
                    hitsPerSOH       = 0f;
                    mwProcsPerSecond = (mwPPM / (60f / unhastedMHSpeed)) * hitsPerSMH;
                }
                secondsToFiveStack = 5f / mwProcsPerSecond;

                // Elemental Devastation Uptime calc
                staticShocksPerSecond    = (hitsPerSLL + hitsPerSMHSS + hitsPerSOHSS) * staticShockChance;
                flameTongueHitsPerSecond = (_calcOpts.MainhandImbue == "Flametongue" ? HitsPerSMH : 0f) +
                                           ((_calcOpts.OffhandImbue == "Flametongue") ? HitsPerSOH : 0f);
                spellAttacksPerSec = (1f / secondsToFiveStack + 1f / shockSpeed + 1f / fireNovaSpeed + staticShocksPerSecond) // + flameTongueHitsPerSecond)
                                     * (1f - chanceSpellMiss);
                float couldCritSpellsPerS = spellAttacksPerSec;
                edUptime = 1f - (float)Math.Pow(1 - chanceSpellCrit, 10 * couldCritSpellsPerS);
                averageMeleeCritChance = (chanceWhiteCritMH + chanceWhiteCritOH + chanceYellowCritMH + chanceYellowCritOH) / 4f + edUptime * edCritBonus;
            }
            float yellowAttacksPerSecond = hitsPerSWF + hitsPerSMHSS;

            if (unhastedMHSpeed != 0)
            {
                yellowAttacksPerSecond += hitsPerSOHSS;
            }

            // set output variables
            edBonusCrit = edUptime * edCritBonus;
            //SetCritValues((1 + _stats.BonusCritChance) * (baseMeleeCrit + meleeCritModifier) + edBonusCrit + .00005f); //fudge factor for rounding
            SetCritValues(baseMeleeCrit + meleeCritModifier + edBonusCrit + .00005f); //fudge factor for rounding
            meleeAttacksPerSec = hitsPerSMH + hitsPerSOH;
            meleeCritsPerSec   = (whiteHitsPerSMH * chanceWhiteCritMH) + (whiteHitsPerSOH * chanceWhiteCritOH) +
                                 (yellowHitsPerSMH * chanceYellowCritMH) + (yellowHitsPerSOH * chanceYellowCritOH) +
                                 (_stats.MoteOfAnger * 2 * AverageWhiteCritChance);
            spellCritsPerSec  = spellAttacksPerSec * ChanceSpellCrit;
            spellCastsPerSec  = spellAttacksPerSec;
            spellMissesPerSec = spellAttacksPerSec * chanceSpellMiss;
            chanceMeleeHit    = meleeAttacksPerSec / (swingsPerSMHMelee + swingsPerSOHMelee + 2f * wfProcsPerSecond + .25f + 1f / 6f);
            maxMana           = _stats.Mana;
            float spellhaste = _stats.SpellHaste + StatConversion.GetSpellHasteFromRating(_stats.HasteRating);

            averageFSDotTime  = _talents.GlyphofFlameShock ? 27f : 18f;
            averageFSTickTime = 3f / (1f + spellhaste);
        }
Beispiel #6
0
        public EnhSim(Character character, CalculationOptionsEnhance calcOpts, BossOptions bossOpts)
        {
            _character = character;
            _calcOpts  = calcOpts;
            _bossOpts  = bossOpts;
            CalculationsEnhance          ce    = new CalculationsEnhance();
            CharacterCalculationsEnhance calcs = ce.GetCharacterCalculations(character, null) as CharacterCalculationsEnhance;
            Stats       stats = calcs.EnhSimStats;
            CombatStats cs    = new CombatStats(character, stats, _calcOpts, bossOpts);

            getSpecialsNames(character, stats);

            StringBuilder sb = new StringBuilder();

            sb.AppendLine();
            sb.AppendLine("##########################################");
            sb.AppendLine("### Rawr.Enhance Data Export to EnhSim ###");
            sb.AppendLine("##########################################");
            sb.AppendLine();
            sb.AppendLine("config_source rawr");
            sb.AppendLine();

            float MHSpeed = character.MainHand == null ? 3.0f : character.MainHand.Item.Speed;
            float wdpsMH  = character.MainHand == null ? 46.3f : character.MainHand.Item.DPS;
            float OHSpeed = character.OffHand == null ? 3.0f : character.OffHand.Item.Speed;
            float wdpsOH  = character.OffHand == null ? 46.3f : character.OffHand.Item.DPS;

            sb.AppendLine("race                            " + character.Race.ToString().ToLower());
            sb.AppendLine("mh_speed                        " + MHSpeed.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_speed                        " + OHSpeed.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("mh_dps                          " + wdpsMH.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_dps                          " + wdpsOH.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("str                             " + stats.Strength.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("agi                             " + stats.Agility.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("int                             " + stats.Intellect.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("spi                             " + stats.Spirit.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("mastery_rating                  " + stats.MasteryRating.ToString("F0", CultureInfo.InvariantCulture));
            float chanceCrit = cs.ExportMeleeCritMH * 100f;

            sb.AppendLine("mh_crit                         " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture));
            chanceCrit = cs.ExportMeleeCritOH * 100f;
            sb.AppendLine("oh_crit                         " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture));
            float hitBonus = StatConversion.GetHitFromRating(stats.HitRating) * 100f + 6f;

            if (character.Race == CharacterRace.Draenei)
            {
                hitBonus += 1f;
            }
            sb.AppendLine("mh_hit                          " + hitBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_hit                          " + hitBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("mh_expertise_rating             " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_expertise_rating             " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture));
            float unleashedRage = 0f;

            switch (character.ShamanTalents.UnleashedRage)
            {
            case 1: unleashedRage = .05f; break;

            case 2: unleashedRage = .10f; break;
            }
            sb.AppendLine("ap                              " + (stats.AttackPower * (1f + unleashedRage)).ToString("F0", CultureInfo.InvariantCulture));
            float hasteBonus = StatConversion.GetHasteFromRating(stats.HasteRating, CharacterClass.Shaman) * 100f;

            sb.AppendLine("melee_haste                     " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture));
            float MQUnleashedRageSpellpower = stats.AttackPower * unleashedRage * 0.50f;

            sb.AppendLine("spellpower                      " + (stats.SpellPower + MQUnleashedRageSpellpower).ToString("F0", CultureInfo.InvariantCulture));
            float chanceSpellCrit = cs.DisplaySpellCrit * 100f;

            sb.AppendLine("spell_crit                      " + chanceSpellCrit.ToString("F2", CultureInfo.InvariantCulture));
            float elemPrec = character.ShamanTalents.ElementalPrecision > 0 ? (stats.Spirit - BaseStats.GetBaseStats(character).Spirit) * (character.ShamanTalents.ElementalPrecision / 3f) : 0f;

            hitBonus = StatConversion.GetSpellHitFromRating(stats.HitRating + elemPrec) * 100f;
            if (character.Race == CharacterRace.Draenei)
            {
                hitBonus += 1f;
            }
            sb.AppendLine("spell_hit                       " + hitBonus.ToString("F2", CultureInfo.InvariantCulture));
            hasteBonus = StatConversion.GetSpellHasteFromRating(stats.HasteRating) * 100f;
            sb.AppendLine("spell_haste                     " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("max_mana                        " + stats.Mana.ToString());
            sb.AppendLine("mp5                             " + stats.Mp5.ToString());
            sb.AppendLine();
            sb.AppendLine("mh_imbue                        " + _calcOpts.MainhandImbue.ToString().ToLower());
            sb.AppendLine("oh_imbue                        " + _calcOpts.OffhandImbue.ToString().ToLower());
            sb.AppendLine();
            sb.AppendLine("mh_enchant                      " + _mhEnchant);
            sb.AppendLine("oh_enchant                      " + _ohEnchant);
            String weaponType = "-";

            if (character.MainHand != null)
            {
                if (character.MainHand.Type == ItemType.OneHandAxe || character.MainHand.Type == ItemType.TwoHandAxe)
                {
                    weaponType = "axe";
                }
                if (character.MainHand.Type == ItemType.FistWeapon)
                {
                    weaponType = "fist";
                }
                if (character.MainHand.Type == ItemType.OneHandMace || character.MainHand.Type == ItemType.TwoHandMace)
                {
                    weaponType = "mace";
                }
            }
            sb.AppendLine("mh_weapon                       " + weaponType);
            weaponType = "-";
            if (character.OffHand != null)
            {
                if (character.OffHand.Type == ItemType.OneHandAxe)
                {
                    weaponType = "axe";
                }
                if (character.OffHand.Type == ItemType.FistWeapon)
                {
                    weaponType = "fist";
                }
                if (character.OffHand.Type == ItemType.OneHandMace)
                {
                    weaponType = "mace";
                }
            }
            sb.AppendLine("oh_weapon                       " + weaponType);
            sb.AppendLine();
            sb.AppendLine("trinket1                        " + _trinket1name);
            sb.AppendLine("trinket2                        " + _trinket2name);
            sb.AppendLine();
            sb.AppendLine(getSetBonuses(character));
            sb.AppendLine("metagem                         " + _metagem);
            sb.AppendLine();
            string glovesEnchant = character.HandsTinkering == null ? string.Empty : character.HandsTinkering.Name;

            if (glovesEnchant == "Synapse Springs")
            {
                sb.AppendLine("gloves_enchant                  synapse_springs");
            }
            else if (glovesEnchant == "Tazik Shocker")
            {
                sb.AppendLine("gloves_enchant                  tazik_shocker");
            }
            else
            {
                sb.AppendLine("gloves_enchant                  -");
            }
            string cloakEnchant = character.BackEnchant == null ? string.Empty : character.BackEnchant.Name;

            if (cloakEnchant == "Lightweave Embroidery")
            {
                sb.AppendLine("cloak_enchant                   lightweave_embroidery");
            }
            else if (cloakEnchant == "Swordguard Embroidery")
            {
                sb.AppendLine("cloak_enchant                   swordguard_embroidery");
            }
            else
            {
                sb.AppendLine("cloak_enchant                   -");
            }
            string weaponSetProc = "-";

            if (character.MainHand != null && character.OffHand != null)
            {
                if (character.MainHand.Id == 63537 && character.OffHand.Id == 63538)
                {
                    weaponSetProc = "agony_and_torment";
                }
            }
            sb.AppendLine("weapon_set_proc                   " + weaponSetProc);

            /*addGlyphs(character, sb);
             * sb.AppendLine();
             * sb.AppendLine("#############");
             * sb.AppendLine("## Talents ##");
             * sb.AppendLine("#############");
             * sb.AppendLine("primary_talent                  enhancement");
             * sb.AppendLine();
             * sb.AppendLine("elemental_weapons               " + character.ShamanTalents.ElementalWeapons + "/2");
             * sb.AppendLine("focused_strikes                 " + character.ShamanTalents.FocusedStrikes + "/3");
             * sb.AppendLine("improved_shields                " + character.ShamanTalents.ImprovedShields + "/3");
             * sb.AppendLine("elemental_devastation           " + character.ShamanTalents.ElementalDevastation + "/3");
             * sb.AppendLine("flurry                          " + character.ShamanTalents.Flurry + "/3");
             * sb.AppendLine("static_shock                    " + character.ShamanTalents.StaticShock + "/3");
             * sb.AppendLine("improved_fire_nova              " + character.ShamanTalents.ImprovedFireNova + "/2");
             * sb.AppendLine("searing_flames                  " + character.ShamanTalents.SearingFlames + "/3");
             * sb.AppendLine("frozen_power                    " + character.ShamanTalents.FrozenPower + "/2");
             * sb.AppendLine("shamanistic_rage                " + character.ShamanTalents.ShamanisticRage + "/1");
             * sb.AppendLine("unleashed_rage                  " + character.ShamanTalents.UnleashedRage + "/2");
             * sb.AppendLine("maelstrom_weapon                " + character.ShamanTalents.MaelstromWeapon + "/3");
             * sb.AppendLine("improved_lava_lash              " + character.ShamanTalents.ImprovedLavaLash + "/2");
             * sb.AppendLine();
             * //elemental talents in EnhSim have not been updated, so keep exporting old talent choices where appropriate.
             * sb.AppendLine("convection                      " + character.ShamanTalents.Convection + "/2");
             * sb.AppendLine("concussion                      " + character.ShamanTalents.Concussion + "/3");
             * sb.AppendLine("call_of_flame                   " + character.ShamanTalents.CallOfFlame + "/2");
             * sb.AppendLine("reverberation                   " + character.ShamanTalents.Reverberation + "/2");
             * sb.AppendLine("elemental_precision             " + character.ShamanTalents.ElementalPrecision + "/3");
             * sb.AppendLine("elemental_focus                 " + character.ShamanTalents.ElementalFocus + "/1");
             * sb.AppendLine("elemental_oath                  " + character.ShamanTalents.ElementalOath + "/2");
             * sb.AppendLine("lava_flows                      " + character.ShamanTalents.LavaFlows + "/3");
             * sb.AppendLine("storm_earth_and_fire            " + "0" + "/3");
             * sb.AppendLine("elemental_mastery               " + character.ShamanTalents.ElementalMastery + "/1");
             * sb.AppendLine("feedback                        " + character.ShamanTalents.Feedback + "/3");
             * sb.AppendLine("lava_surge                      " + character.ShamanTalents.LavaSurge + "/2");
             * sb.AppendLine();
             *
             * addBuffs(character, sb);
             * // add extras
             * sb.AppendLine();
             * sb.AppendLine("combat_length                   " + (_bossOpts.BerserkTimer/60f).ToString("F2", CultureInfo.InvariantCulture));*/
            _configText = sb.ToString();
        }
        GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> dictValues
                = new Dictionary <string, string>();

            dictValues.Add("Personal DPS", string.Format("{0:0}", PersonalDps));
            dictValues.Add("Pet DPS", string.Format("{0:0}", PetDps));
            dictValues.Add("Total DPS", string.Format("{0:0}", OverallPoints));

            dictValues.Add(
                "Health",
                string.Format(
                    "{0:0.0}*{1:0.0} stamina",
                    CalcHealth(),
                    CalcStamina()));
            dictValues.Add(
                "Mana",
                string.Format(
                    "{0:0.0}*{1:0.0} intellect",
                    CalcMana(),
                    CalcIntellect()));
            dictValues.Add(
                "Spirit", string.Format("{0:0.0}", CalcSpirit()));

            dictValues.Add(
                "Bonus Damage",
                string.Format(
                    "{0:0.0}*{1:0.0}\tBefore Procs",
                    CalcSpellPower(),
                    StatUtils.CalcSpellPower(PreProcStats)));

            #region Hit Rating
            float onePercentOfHitRating
                = (1 / StatConversion.GetSpellHitFromRating(1));
            float hitFromRating
                = StatConversion.GetSpellHitFromRating(Stats.HitRating);
            float hitFromTalents = Talents.Suppression * 0.01f;
            float hitFromBuffs
                = (CalcSpellHit() - hitFromRating - hitFromTalents);
            float targetHit  = Options.GetBaseHitRate() / 100f;
            float totalHit   = targetHit + CalcSpellHit();
            float missChance = totalHit > 1 ? 0 : (1 - totalHit);
            dictValues.Add(
                "Hit Rating",
                string.Format(
                    "{0}*{1:0.00%} Hit Chance (max 100%) | {2:0.00%} Miss Chance \r\n\r\n"
                    + "{3:0.00%}\t Base Hit Chance on a Level {4:0} target\r\n"
                    + "{5:0.00%}\t from {6:0} Hit Rating [gear, food and/or flasks]\r\n"
                    + "{7:0.00%}\t from Talent: Suppression\r\n"
                    + "{8:0.00%}\t from Buffs: Racial and/or Spell Hit Chance Taken\r\n\r\n"
                    + "You are {9} hit rating {10} the 446 hard cap [no hit from gear, talents or buffs]\r\n\r\n"
                    + "Hit Rating soft caps:\r\n"
                    + "420 - Heroic Presence\r\n"
                    + "368 - Suppression\r\n"
                    + "342 - Suppression and Heroic Presence\r\n"
                    + "289 - Suppression, Improved Faerie Fire / Misery\r\n"
                    + "263 - Suppression, Improved Faerie Fire / Misery and  Heroic Presence",
                    Stats.HitRating,
                    totalHit,
                    missChance,
                    targetHit,
                    Options.TargetLevel,
                    hitFromRating,
                    Stats.HitRating,
                    hitFromTalents,
                    hitFromBuffs,
                    Math.Ceiling(
                        Math.Abs((totalHit - 1) * onePercentOfHitRating)),
                    (totalHit > 1) ? "above" : "below"));
            #endregion

            dictValues.Add(
                "Crit Chance",
                string.Format(
                    "{0:0.00%}*{1:0.00%}\tBefore Procs",
                    CalcSpellCrit(),
                    StatUtils.CalcSpellCrit(PreProcStats)));

            dictValues.Add(
                "Average Haste",
                string.Format(
                    "{0:0.00}%*"
                    + "{1:0.00}%\tfrom {2:0.0} Haste rating\r\n"
                    + "{3:0.00}%\tfrom Buffs\r\n"
                    + "{4:0.0}ish%\tfrom Procs\r\n"
                    + "\r\n"
                    + "{5:0.00}s\tGlobal Cooldown\r\n",
                    (AvgHaste - 1f) * 100f,
                    StatConversion.GetSpellHasteFromRating(Stats.HasteRating)
                    * 100f,
                    Stats.HasteRating,
                    Stats.SpellHaste * 100f,
                    (AvgHaste - StatUtils.CalcSpellHaste(PreProcStats)) * 100f,
                    Math.Max(1.0f, 1.5f / AvgHaste)));

            // Pet Stats
            if (Pet == null)
            {
                dictValues.Add("Pet Stamina", "-");
                dictValues.Add("Pet Intellect", "-");
                dictValues.Add("Pet Health", "-");
            }
            else
            {
                dictValues.Add(
                    "Pet Stamina",
                    string.Format("{0:0.0}", Pet.CalcStamina()));
                dictValues.Add(
                    "Pet Intellect",
                    string.Format("{0:0.0}", Pet.CalcIntellect()));
                dictValues.Add(
                    "Pet Health",
                    string.Format("{0:0.0}", Pet.CalcHealth()));
            }


            // Spell Stats
            foreach (string spellName in Spell.ALL_SPELLS)
            {
                if (CastSpells.ContainsKey(spellName))
                {
                    dictValues.Add(
                        spellName, CastSpells[spellName].GetToolTip());
                }
                else
                {
                    dictValues.Add(spellName, "-");
                }
            }

            return(dictValues);
        }
Beispiel #8
0
        public EnhSim(Character character, CalculationOptionsEnhance calcOpts)
        {
            _character = character;
            _calcOpts  = calcOpts;
            CalculationsEnhance          ce    = new CalculationsEnhance();
            CharacterCalculationsEnhance calcs = ce.GetCharacterCalculations(character, null) as CharacterCalculationsEnhance;
            Stats stats = calcs.EnhSimStats;

            if (_character.ActiveBuffsContains("Master of Anatomy"))
            {
                stats.CritRating += 40;
            }
            CombatStats cs = new CombatStats(character, stats, _calcOpts);

            getSpecialsNames(character, stats);

            StringBuilder sb = new StringBuilder();

            sb.AppendLine();
            sb.AppendLine("##########################################");
            sb.AppendLine("### Rawr.Enhance Data Export to EnhSim ###");
            sb.AppendLine("##########################################");
            sb.AppendLine();
            sb.AppendLine("config_source rawr");
            sb.AppendLine();

            float MHSpeed = character.MainHand == null ? 3.0f : character.MainHand.Item.Speed;
            float wdpsMH  = character.MainHand == null ? 46.3f : character.MainHand.Item.DPS;
            float OHSpeed = character.OffHand == null ? 3.0f : character.OffHand.Item.Speed;
            float wdpsOH  = character.OffHand == null ? 46.3f : character.OffHand.Item.DPS;

            sb.AppendLine("race                            " + character.Race.ToString().ToLower());
            sb.AppendLine("mh_speed                        " + MHSpeed.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_speed                        " + OHSpeed.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("mh_dps                          " + wdpsMH.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_dps                          " + wdpsOH.ToString("F1", CultureInfo.InvariantCulture));
            float chanceCrit = cs.ExportMeleeCritMH * 100f;

            sb.AppendLine("mh_crit                         " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture));
            chanceCrit = cs.ExportMeleeCritOH * 100f;
            sb.AppendLine("oh_crit                         " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture));
            float hitBonus = StatConversion.GetHitFromRating(stats.HitRating) * 100f;

            sb.AppendLine("mh_hit                          " + hitBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_hit                          " + hitBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("mh_expertise_rating             " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_expertise_rating             " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("ap                              " + stats.AttackPower.ToString("F0", CultureInfo.InvariantCulture));
            float hasteBonus = StatConversion.GetHasteFromRating(stats.HasteRating, CharacterClass.Shaman) * 100f;

            sb.AppendLine("melee_haste                     " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture));
            float armourPenBonus = StatConversion.GetArmorPenetrationFromRating(stats.ArmorPenetrationRating) * 100f;

            sb.AppendLine("armor_penetration               " + armourPenBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("str                             " + stats.Strength.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("agi                             " + stats.Agility.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("int                             " + stats.Intellect.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("spi                             " + stats.Spirit.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("spellpower                      " + stats.SpellPower.ToString("F0", CultureInfo.InvariantCulture));
            float chanceSpellCrit = cs.DisplaySpellCrit * 100f;

            sb.AppendLine("spell_crit                      " + chanceSpellCrit.ToString("F2", CultureInfo.InvariantCulture));
            hitBonus = StatConversion.GetSpellHitFromRating(stats.HitRating) * 100f;
            sb.AppendLine("spell_hit                       " + hitBonus.ToString("F2", CultureInfo.InvariantCulture));
            hasteBonus = StatConversion.GetSpellHasteFromRating(stats.HasteRating) * 100f;
            sb.AppendLine("spell_haste                     " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("max_mana                        " + stats.Mana.ToString());
            sb.AppendLine("mp5                             " + stats.Mp5.ToString());
            sb.AppendLine();
            sb.AppendLine("mh_imbue                        " + _calcOpts.MainhandImbue.ToString().ToLower());
            sb.AppendLine("oh_imbue                        " + _calcOpts.OffhandImbue.ToString().ToLower());
            sb.AppendLine();
            sb.AppendLine("mh_enchant                      " + _mhEnchant);
            String weaponType = "-";

            if (character.MainHand != null)
            {
                if (character.MainHand.Type == ItemType.OneHandAxe || character.MainHand.Type == ItemType.TwoHandAxe)
                {
                    weaponType = "axe";
                }
                if (character.MainHand.Type == ItemType.FistWeapon)
                {
                    weaponType = "fist";
                }
            }
            sb.AppendLine("mh_weapon                       " + weaponType);
            sb.AppendLine("oh_enchant                      " + _ohEnchant);
            weaponType = "-";
            if (character.OffHand != null)
            {
                if (character.OffHand.Type == ItemType.OneHandAxe)
                {
                    weaponType = "axe";
                }
                if (character.OffHand.Type == ItemType.FistWeapon)
                {
                    weaponType = "fist";
                }
            }
            sb.AppendLine("oh_weapon                       " + weaponType);
            sb.AppendLine();
            sb.AppendLine("trinket1                        " + _trinket1name);
            sb.AppendLine("trinket2                        " + _trinket2name);
            sb.AppendLine();
            sb.AppendLine("totem                           " + _totemname);
            sb.AppendLine(getSetBonuses(character));
            sb.AppendLine("metagem                         " + _metagem);
            sb.AppendLine();
            string handEnchant = character.HandsEnchant == null ? string.Empty : character.HandsEnchant.Name;

            if (handEnchant == "Hyperspeed Accelerators")
            {
                sb.AppendLine("gloves_enchant                  hyperspeed_accelerators");
            }
            else if (handEnchant == "Hand-Mounted Pyro Rocket")
            {
                sb.AppendLine("gloves_enchant                  hand_mounted_pyro_rocket");
            }
            else
            {
                sb.AppendLine("gloves_enchant                  -");
            }
            string backEnchant = character.BackEnchant == null ? string.Empty : character.BackEnchant.Name;

            if (backEnchant == "Lightweave Embroidery")
            {
                sb.AppendLine("cloak_enchant                   lightweave_embroidery");
            }
            else if (backEnchant == "Swordguard Embroidery")
            {
                sb.AppendLine("cloak_enchant                   swordguard_embroidery");
            }
            else
            {
                sb.AppendLine("cloak_enchant                   -");
            }
            if (character.Finger1.Id == 50401 || character.Finger2.Id == 50401 ||
                character.Finger1.Id == 50402 || character.Finger2.Id == 50402)
            {
                sb.AppendLine("ring_proc                       ashen_verdict");
            }
            else
            {
                sb.AppendLine("ring_proc                       -");
            }
            addGlyphs(character, sb);
            sb.AppendLine();
            sb.AppendLine("glyph_minor1                    -");
            sb.AppendLine("glyph_minor2                    -");
            sb.AppendLine("glyph_minor3                    -");
            sb.AppendLine();

            sb.AppendLine("necrotic_touch                  " + (character.MainHand.Id == 50035 ? "1" : "0"));
            sb.AppendLine("necrotic_touch_heroic           " + (character.MainHand.Id == 50692 ? "1" : "0"));
            sb.AppendLine("mixology                        " +
                          (character.PrimaryProfession == Profession.Alchemy ||
                           character.SecondaryProfession == Profession.Alchemy ? "1" : "0"));
            //           addPriorities(_calcOpts, sb);
            addManaConfigs(character, sb);
            sb.AppendLine();
            sb.AppendLine("#############");
            sb.AppendLine("## Talents ##");
            sb.AppendLine("#############");
            sb.AppendLine();
            sb.AppendLine("ancestral_knowledge             " + character.ShamanTalents.AncestralKnowledge + "/5");
            sb.AppendLine("improved_shields                " + character.ShamanTalents.ImprovedShields + "/3");
            sb.AppendLine("mental_dexterity                " + character.ShamanTalents.MentalDexterity + "/3");
            sb.AppendLine("shamanistic_focus               " + character.ShamanTalents.ShamanisticFocus + "/1");
            sb.AppendLine("flurry                          " + character.ShamanTalents.Flurry + "/5");
            sb.AppendLine("elemental_weapons               " + character.ShamanTalents.ElementalWeapons + "/3");
            sb.AppendLine("unleashed_rage                  " + character.ShamanTalents.UnleashedRage + "/3");
            sb.AppendLine("weapon_mastery                  " + character.ShamanTalents.WeaponMastery + "/3");
            sb.AppendLine("dual_wield_specialization       " + character.ShamanTalents.DualWieldSpecialization + "/3");
            sb.AppendLine("mental_quickness                " + character.ShamanTalents.MentalQuickness + "/3");
            sb.AppendLine("improved_stormstrike            " + character.ShamanTalents.ImprovedStormstrike + "/2");
            sb.AppendLine("static_shock                    " + character.ShamanTalents.StaticShock + "/3");
            sb.AppendLine("maelstrom_weapon                " + character.ShamanTalents.MaelstromWeapon + "/5");
            sb.AppendLine("convection                      " + character.ShamanTalents.Convection + "/5");
            sb.AppendLine("concussion                      " + character.ShamanTalents.Concussion + "/5");
            sb.AppendLine("call_of_flame                   " + character.ShamanTalents.CallOfFlame + "/3");
            sb.AppendLine("elemental_devastation           " + character.ShamanTalents.ElementalDevastation + "/3");
            sb.AppendLine("reverberation                   " + character.ShamanTalents.Reverberation + "/5");
            sb.AppendLine("elemental_focus                 " + character.ShamanTalents.ElementalFocus + "/1");
            sb.AppendLine("elemental_fury                  " + character.ShamanTalents.ElementalFury + "/5");
            sb.AppendLine("improved_fire_nova              " + character.ShamanTalents.ImprovedFireNova + "/2");
            sb.AppendLine("call_of_thunder                 " + character.ShamanTalents.CallOfThunder + "/1");
            sb.AppendLine("unrelenting_storm               " + character.ShamanTalents.UnrelentingStorm + "/3");
            sb.AppendLine("elemental_precision             " + character.ShamanTalents.ElementalPrecision + "/3");
            sb.AppendLine("lightning_mastery               " + character.ShamanTalents.LightningMastery + "/5");
            sb.AppendLine("elemental_oath                  " + character.ShamanTalents.ElementalOath + "/2");
            sb.AppendLine("lightning_overload              " + character.ShamanTalents.LightningOverload + "/5");
            sb.AppendLine("lava_flows                      " + character.ShamanTalents.LavaFlows + "/3");
            sb.AppendLine("storm_earth_and_fire            " + character.ShamanTalents.StormEarthAndFire + "/3");
            sb.AppendLine("shamanism                       " + character.ShamanTalents.Shamanism + "/5");
            sb.AppendLine();

            addBuffs(character, sb);
            // add extras
            sb.AppendLine();
            sb.AppendLine("combat_length                   " + _calcOpts.FightLength.ToString("F2", CultureInfo.InvariantCulture));
            _configText = sb.ToString();
        }
Beispiel #9
0
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            float critRating = BasicStats.CritRating;
            float hitRating  = BasicStats.HitRating;

            Dictionary <string, string> dictValues = new Dictionary <string, string>();

            dictValues.Add("Health", BasicStats.Health.ToString("N0"));
            dictValues.Add("Strength", BasicStats.Strength.ToString("N0"));
            dictValues.Add("Agility", string.Format("{0:0}*Provides {1:P} crit chance", BasicStats.Agility, StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.DeathKnight)));
            dictValues.Add("Attack Power", BasicStats.AttackPower.ToString("N0"));
            dictValues.Add("Crit Rating", string.Format("{0:0}*Provides {1:P} crit chance", critRating, StatConversion.GetCritFromRating(critRating, CharacterClass.DeathKnight)));
            dictValues.Add("Hit Rating", string.Format("{0:0}*Negates {1:P} melee miss / {2:P} spell miss", hitRating, StatConversion.GetPhysicalHitFromRating(hitRating, CharacterClass.DeathKnight), StatConversion.GetSpellHitFromRating(hitRating, CharacterClass.DeathKnight)));
            dictValues.Add("Expertise", string.Format("{0:0.00} / {1:0.00}*Negates {2:P} / {3:P} dodge chance", MHExpertise, OHExpertise, StatConversion.GetDodgeParryReducFromExpertise(MHExpertise), StatConversion.GetDodgeParryReducFromExpertise(OHExpertise)));
            dictValues.Add("Haste Rating", string.Format("{0:0}*Increases attack speed by {1:P}", BasicStats.HasteRating, StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.DeathKnight)));

            dictValues.Add("Armor", BasicStats.Armor.ToString("N0"));
            dictValues.Add("Resilience", BasicStats.Resilience.ToString("F0"));
            dictValues.Add("Mastery", string.Format("{0:N0}*Rating: {1:N0}", BasicStats.Mastery, BasicStats.MasteryRating));

            dictValues.Add("Weapon Damage", MHWeaponDamage.ToString("N2") + " / " + OHWeaponDamage.ToString("N2"));
            dictValues.Add("Attack Speed", MHAttackSpeed.ToString("N2") + " / " + OHAttackSpeed.ToString("N2"));
            dictValues.Add("Crit Chance", string.Format("{0:P}", BasicStats.PhysicalCrit));
            dictValues.Add("Avoided Attacks", string.Format("{0:P}*{1:P} Dodged, {2:P} Missed", AvoidedAttacks, DodgedAttacks, MissedAttacks));
            dictValues.Add("Enemy Mitigation", string.Format("{0:P}*{1:0} effective enemy armor", EnemyMitigation, EffectiveArmor));

            dictValues.Add("White HitChance", string.Format("{0:P}*Include Glance & Crit Chance", WhiteHitChance));
            dictValues.Add("Yellow HitChance", string.Format("{0:P}", YellowHitChance));

            foreach (int i in EnumHelper.GetValues(typeof(DKability)))
            {
                dictValues.Add(Enum.GetName(typeof(DKability), i), string.Format("{0:N2}*{1:P}", dpsSub[i], (dpsSub[i] / DPSPoints)));
            }
            dictValues.Add("Total DPS", DPSPoints.ToString("N2"));

            dictValues.Add("Rotation Duration", RotationTime.ToString() + " secs");
            dictValues.Add("Blood", Blood.ToString());
            dictValues.Add("Frost", Frost.ToString());
            dictValues.Add("Unholy", Unholy.ToString());
            dictValues.Add("Death", Death.ToString());
            dictValues.Add("Runic Power", Death.ToString());
            dictValues.Add("RE Runes", FreeRERunes.ToString("N2"));
            dictValues.Add("Rune Cooldown", m_RuneCD.ToString("N2"));

            PopulateSingleUseValues(dictValues, "BB", DKability.BloodBoil);
            PopulateSingleUseValues(dictValues, "BP", DKability.BloodPlague);
            PopulateSingleUseValues(dictValues, "BS", DKability.BloodStrike);
            PopulateSingleUseValues(dictValues, "DC", DKability.DeathCoil);
            PopulateSingleUseValues(dictValues, "DnD", DKability.DeathNDecay);
            PopulateSingleUseValues(dictValues, "DS", DKability.DeathStrike);
            PopulateSingleUseValues(dictValues, "Fest", DKability.FesteringStrike);
            PopulateSingleUseValues(dictValues, "FF", DKability.FrostFever);
            PopulateSingleUseValues(dictValues, "FS", DKability.FrostStrike);
            PopulateSingleUseValues(dictValues, "HS", DKability.HeartStrike);
            PopulateSingleUseValues(dictValues, "HB", DKability.HowlingBlast);
            PopulateSingleUseValues(dictValues, "IT", DKability.IcyTouch);
            PopulateSingleUseValues(dictValues, "NS", DKability.NecroticStrike);
            PopulateSingleUseValues(dictValues, "OB", DKability.Obliterate);
            PopulateSingleUseValues(dictValues, "PS", DKability.PlagueStrike);
            PopulateSingleUseValues(dictValues, "RS", DKability.RuneStrike);
            PopulateSingleUseValues(dictValues, "SS", DKability.ScourgeStrike);
            return(dictValues);
        }
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> dictValues = new Dictionary <string, string>();

            dictValues.Add("Health", BasicStats.Health.ToString("F0", CultureInfo.InvariantCulture));
            dictValues.Add("Mana", BasicStats.Mana.ToString("F0", CultureInfo.InvariantCulture));
            dictValues.Add("Attack Power", BasicStats.AttackPower.ToString("F0", CultureInfo.InvariantCulture));
            dictValues.Add("Agility", BasicStats.Agility.ToString("F0", CultureInfo.InvariantCulture));
            dictValues.Add("Strength", BasicStats.Strength.ToString("F0", CultureInfo.InvariantCulture));
            dictValues.Add("Intellect", BasicStats.Intellect.ToString("F0", CultureInfo.InvariantCulture));

            dictValues.Add("White Hit", WhiteHit.ToString("F2", CultureInfo.InvariantCulture) + "%");
            if (YellowHit < 100f && TotalExpertiseMH < 26)
            {
                float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit));
                dictValues.Add("Yellow Hit", String.Format("{0}% (Under Cap)*You need {1} more expertise to cap specials (WF,SS)",
                                                           YellowHit.ToString("F2", CultureInfo.InvariantCulture),
                                                           ratingRequired.ToString("F0", CultureInfo.InvariantCulture)));
            }
            else
            {
                if (ParriedAttacks > 0)
                {
                    float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit));
                    dictValues.Add("Yellow Hit", String.Format("{0}%*Being in front of boss allows your attacks to be parried\r\nYou would need {1} more expertise to cap specials (WF,SS)",
                                                               YellowHit.ToString("F2", CultureInfo.InvariantCulture),
                                                               ratingRequired.ToString("F0", CultureInfo.InvariantCulture)));
                }
                else
                {
                    dictValues.Add("Yellow Hit", YellowHit.ToString("F2", CultureInfo.InvariantCulture) + "%");
                }
            }
            if (OverSpellHitCap > 0.38f) // only warn if more than .38% over cap (equivalent to 10 hit rating)
            {
                dictValues.Add("Spell Hit", String.Format("{0}% (Over Cap)*Over Spell Hit Cap by {1}%",
                                                          SpellHit.ToString("F2", CultureInfo.InvariantCulture),
                                                          OverSpellHitCap.ToString("F2", CultureInfo.InvariantCulture)));
            }
            else
            {
                if (SpellHit < 100f)
                {
                    float ratingRequired = (float)Math.Ceiling(StatConversion.GetRatingFromHit(1f - SpellHit / 100f));
                    dictValues.Add("Spell Hit", String.Format("{0}% (Under Cap)*You need {1} more hit rating to cap spells (ES, LB etc)",
                                                              SpellHit.ToString("F2", CultureInfo.InvariantCulture),
                                                              ratingRequired.ToString("F0", CultureInfo.InvariantCulture)));
                }
                else
                {
                    dictValues.Add("Spell Hit", SpellHit.ToString("F2", CultureInfo.InvariantCulture) + "%");
                }
            }
            if (OverMeleeCritCap > 0.21f) // only warn if more than .21% over cap (equivalent to 10 crit rating)
            {
                dictValues.Add("Melee Crit", String.Format("{0} (Over Cap)*Crit Rating {1} (+{2}% crit chance)\r\nOver Soft Cap by {3}%",
                                                           MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%",
                                                           BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture),
                                                           (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture),
                                                           OverMeleeCritCap.ToString("F2", CultureInfo.InvariantCulture)));
            }
            else
            {
                dictValues.Add("Melee Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)",
                                                           MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%",
                                                           BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture),
                                                           (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            }

            dictValues.Add("Spell Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)",
                                                       SpellCrit.ToString("F2", CultureInfo.InvariantCulture) + "%",
                                                       BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture),
                                                       (StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture)));

            dictValues.Add("Spellpower", BasicStats.SpellPower.ToString("F0", CultureInfo.InvariantCulture));
            dictValues.Add("Total Expertise", getExpertiseString());
            dictValues.Add("Haste Rating", String.Format("{0}*{1}% Melee Haste\r\n{2}% Spell Haste",
                                                         BasicStats.HasteRating.ToString("F0", CultureInfo.InvariantCulture),
                                                         (StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture),
                                                         (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Hit Rating", String.Format("{0}*{1}% Melee Hit\r\n{2}% Spell Hit",
                                                       BasicStats.HitRating.ToString("F0", CultureInfo.InvariantCulture),
                                                       (StatConversion.GetHitFromRating(BasicStats.HitRating) * 100f).ToString("F2", CultureInfo.InvariantCulture),
                                                       (StatConversion.GetSpellHitFromRating(BasicStats.HitRating) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Armour Pen Rating", String.Format("{0}*{1}% Armour Penetration",
                                                              BasicStats.ArmorPenetrationRating.ToString("F0", CultureInfo.InvariantCulture),
                                                              (StatConversion.GetArmorPenetrationFromRating(BasicStats.ArmorPenetrationRating) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            float spellMiss = 100 - SpellHit;

            dictValues.Add("Avoided Attacks", String.Format("{0}%*{1}% Boss Dodged\r\n{2}% Boss Parried\r\n{3}% Spell Misses\r\n{4}% White Misses",
                                                            AvoidedAttacks.ToString("F2", CultureInfo.InvariantCulture),
                                                            DodgedAttacks.ToString("F2", CultureInfo.InvariantCulture),
                                                            ParriedAttacks.ToString("F2", CultureInfo.InvariantCulture),
                                                            spellMiss.ToString("F2", CultureInfo.InvariantCulture),
                                                            MissedAttacks.ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Avg MH Speed", AvMHSpeed.ToString("F2", CultureInfo.InvariantCulture));
            dictValues.Add("Avg OH Speed", AvOHSpeed.ToString("F2", CultureInfo.InvariantCulture));
            dictValues.Add("Armor Mitigation", ArmorMitigation.ToString("F2", CultureInfo.InvariantCulture) + "%*Amount of physical damage lost due to boss armor");

            dictValues.Add("ED Uptime", String.Format("{0}%*{1}% ED Bonus Crit",
                                                      EDUptime.ToString("F2", CultureInfo.InvariantCulture),
                                                      EDBonusCrit.ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Flurry Uptime", FlurryUptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Avg Time to 5 Stack", String.Format("{0} sec*{1} PPM",
                                                                SecondsTo5Stack.ToString("F2", CultureInfo.InvariantCulture),
                                                                _MWPPM.ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("MH Enchant Uptime", MHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("OH Enchant Uptime", OHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Trinket 1 Uptime", Trinket1Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Trinket 2 Uptime", Trinket2Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Fire Totem Uptime", FireTotemUptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Tier 10 2 pc Uptime", T10_2Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Tier 10 4 pc Uptime", T10_4Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%");

            dictValues.Add("DPS Points", DPSPoints.ToString("F2", CultureInfo.InvariantCulture));
            dictValues.Add("Survivability Points", SurvivabilityPoints.ToString("F2", CultureInfo.InvariantCulture));
            dictValues.Add("Overall Points", OverallPoints.ToString("F2", CultureInfo.InvariantCulture));

            dictValues.Add("White Damage", dpsOutputFormat(SwingDamage, DPSPoints, true));
            dictValues.Add("Windfury Attack", dpsOutputFormat(WindfuryAttack, DPSPoints, true));
            dictValues.Add("Flametongue Attack", dpsOutputFormat(FlameTongueAttack, DPSPoints, false));
            dictValues.Add("Lightning Bolt", dpsOutputFormat(LightningBolt, DPSPoints, false));
            dictValues.Add("Earth Shock", dpsOutputFormat(EarthShock, DPSPoints, false));
            dictValues.Add("Flame Shock", dpsOutputFormat(FlameShock, DPSPoints, false));
            dictValues.Add("Searing/Magma Totem", dpsOutputFormat(SearingMagma, DPSPoints, false));
            dictValues.Add("Stormstrike", dpsOutputFormat(Stormstrike, DPSPoints, true));
            dictValues.Add("Spirit Wolf", dpsOutputFormat(SpiritWolf, DPSPoints, true));
            dictValues.Add("Fire Nova", dpsOutputFormat(FireNova, DPSPoints, false));
            dictValues.Add("Fire Elemental", FireElemental.getDPSOutput());
            dictValues.Add("Lightning Shield", dpsOutputFormat(LightningShield, DPSPoints, false));
            dictValues.Add("Lava Lash", dpsOutputFormat(LavaLash, DPSPoints, true));
            dictValues.Add("Total DPS", DPSPoints.ToString("F2", CultureInfo.InvariantCulture));

            dictValues.Add("Enhance Version", _version);

            dictValues.Add("Status", String.Format("Enhance Model : DPS Points {0}, Survivability Points {1}, Overall Points {2}",
                                                   DPSPoints.ToString("F2", CultureInfo.InvariantCulture),
                                                   SurvivabilityPoints.ToString("F2", CultureInfo.InvariantCulture),
                                                   OverallPoints.ToString("F2", CultureInfo.InvariantCulture)));

            return(dictValues);
        }
Beispiel #11
0
 public static float CalcSpellHit(Stats stats)
 {
     return(stats.SpellHit
            + StatConversion.GetSpellHitFromRating(stats.HitRating));
 }
Beispiel #12
0
        protected override void Calculate()
        {
            float tableSize = 0f;

            // Miss
            if (useSpellHit)
            {
                Miss = Math.Min(1f - tableSize, Math.Max(StatConversion.GetSpellMiss(LevelDif, false)
                                                         - (StatConversion.GetSpellHitFromRating(StatS.HitRating, Char.Class) + StatS.SpellHit), 0f));
            }
            else
            {
                Miss = Math.Min(1f - tableSize, isWhite ? combatFactors.CWmiss : combatFactors.CYmiss);
            }
            tableSize += Miss;
            // Dodge
            if (!useRangedHit && (isWhite || Abil.CanBeDodged))
            {
                Dodge      = Math.Min(1f - tableSize, isMH ? combatFactors.CMHdodge : combatFactors.COhdodge);
                tableSize += Dodge;
            }
            else
            {
                Dodge = 0f;
            }
            // Parry
            if (!useRangedHit && (isWhite || Abil.CanBeParried))
            {
                Parry      = Math.Min(1f - tableSize, isMH ? combatFactors.CMHparry : combatFactors.COhparry);
                tableSize += Parry;
            }
            else
            {
                Parry = 0f;
            }
            // Block
            if (!useRangedHit && (isWhite || Abil.CanBeBlocked))
            {
                Block      = Math.Min(1f - tableSize, isMH ?  combatFactors.CMHblock : combatFactors.COhblock);
                tableSize += Block;
            }
            else
            {
                Block = 0f;
            }
            // Glancing Blow
            if (!useRangedHit && isWhite)
            {
                Glance     = Math.Min(1f - tableSize, combatFactors.CGlance);
                tableSize += Glance;
            }
            else
            {
                Glance = 0f;
            }
            // Critical Hit
            Crit = 0;
            if (isWhite)
            {
                float critValueToUse = (isMH ? combatFactors.CMHwcrit : combatFactors.COhwcrit)
                                       + StatConversion.NPC_LEVEL_CRIT_MOD[LevelDif];
                foreach (WeightedStat ws in combatFactors.CritProcs)
                {
                    float modCritChance = Math.Min(1f - tableSize, critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class));
                    Crit += ws.Chance * modCritChance;
                }
                tableSize += Crit;
            }
            else if (Abil.CanCrit)
            {
                float critValueToUse = StatConversion.NPC_LEVEL_CRIT_MOD[LevelDif]
                                       + (isMH ? combatFactors.CMHycrit : combatFactors.COhycrit)
                                       + Abil.BonusCritChance;
                foreach (WeightedStat ws in combatFactors.CritProcs)
                {
                    float modCritChance = Math.Min(1f - tableSize, (critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class)) * (1f - Dodge - Miss));
                    Crit += ws.Chance * modCritChance;
                }
                tableSize += Crit;
            }
            // Normal Hit
            Hit = Math.Max(0f, 1f - tableSize);
            base.Calculate();
        }
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> retVal = new Dictionary <string, string>();

            //
            if (baseStats == null)
            {
                baseStats = new StatsMoonkin();
            }
            if (SelectedRotation == null)
            {
                SelectedRotation = new RotationData();
            }
            if (BurstRotation == null)
            {
                BurstRotation = new RotationData();
            }
            //
            retVal.Add("Health", baseStats.Health.ToString());
            retVal.Add("Mana", baseStats.Mana.ToString());
            retVal.Add("Armor", baseStats.Armor.ToString());
            retVal.Add("Agility", baseStats.Agility.ToString());
            retVal.Add("Stamina", baseStats.Stamina.ToString());
            retVal.Add("Intellect", baseStats.Intellect.ToString());
            retVal.Add("Spirit", baseStats.Spirit.ToString());
            retVal.Add("Spell Power", SpellPower.ToString());

            float totalHitDelta = SpellHitCap - SpellHit;

            retVal.Add("Spell Hit", String.Format("{0:F}%*{1} Hit Rating, {2:F}% Hit From Gear" + (totalHitDelta != 0 ? ", {3} Rating {4}" : ""),
                                                  100 * SpellHit,
                                                  baseStats.HitRating,
                                                  100 * StatConversion.GetSpellHitFromRating(baseStats.HitRating),
                                                  StatConversion.GetRatingFromHit(Math.Abs(totalHitDelta)),
                                                  totalHitDelta > 0 ? "To Cap" : "Over Cap"));
            retVal.Add("Spell Crit", String.Format("{0:F}%*{1} Crit Rating, {2:F}% Crit From Gear, {3:F}% Crit From Intellect",
                                                   100 * SpellCrit,
                                                   baseStats.CritRating,
                                                   100 * StatConversion.GetSpellCritFromRating(baseStats.CritRating),
                                                   100 * StatConversion.GetSpellCritFromIntellect(baseStats.Intellect)));
            retVal.Add("Spell Haste", String.Format("{0:F}%*{1} Haste Rating, {2:F}% Haste From Gear",
                                                    100 * SpellHaste,
                                                    baseStats.HasteRating,
                                                    100 * StatConversion.GetSpellHasteFromRating(baseStats.HasteRating)));
            retVal.Add("Mastery", String.Format("{0:F}*{1:F} Eclipse %, {2} Rating",
                                                Mastery,
                                                Mastery * 2.0f,
                                                baseStats.MasteryRating));
            retVal.Add("Mana Regen", String.Format("{0:F0}", ManaRegen * 5.0f));
            retVal.Add("Total Score", String.Format("{0:F2}", OverallPoints));
            retVal.Add("Selected Rotation", String.Format("*{0}", SelectedRotation.Name));
            retVal.Add("Selected DPS", String.Format("{0:F2}", SelectedRotation.SustainedDPS));
            retVal.Add("Selected Time To OOM", String.Format(SelectedRotation.TimeToOOM > new TimeSpan(0, 0, 0) ? "{0} m {1} s" : "Not during fight", SelectedRotation.TimeToOOM.Minutes, SelectedRotation.TimeToOOM.Seconds));
            retVal.Add("Selected Cycle Length", String.Format("{0:F1} s", SelectedRotation.Duration));

            StringBuilder sb             = new StringBuilder("*");
            float         rotationDamage = SelectedRotation.SustainedDPS * SelectedRotation.Duration;

            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfire", 100 * SelectedRotation.StarfireAvgHit * SelectedRotation.StarfireCount / rotationDamage,
                                        SelectedRotation.StarfireAvgHit * SelectedRotation.StarfireCount,
                                        SelectedRotation.StarfireCount));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Moonfire", 100 * (SelectedRotation.MoonfireAvgHit) * SelectedRotation.MoonfireCasts / rotationDamage,
                                        (SelectedRotation.MoonfireAvgHit) * SelectedRotation.MoonfireCasts,
                                        SelectedRotation.MoonfireCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Insect Swarm", 100 * SelectedRotation.InsectSwarmAvgHit * SelectedRotation.InsectSwarmCasts / rotationDamage,
                                        SelectedRotation.InsectSwarmAvgHit * (SelectedRotation.InsectSwarmCasts),
                                        SelectedRotation.InsectSwarmCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wrath", 100 * SelectedRotation.WrathAvgHit * SelectedRotation.WrathCount / rotationDamage,
                                        SelectedRotation.WrathAvgHit * SelectedRotation.WrathCount,
                                        SelectedRotation.WrathCount));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starsurge", 100 * SelectedRotation.StarSurgeAvgHit * SelectedRotation.StarSurgeCount / rotationDamage,
                                        SelectedRotation.StarSurgeAvgHit * SelectedRotation.StarSurgeCount,
                                        SelectedRotation.StarSurgeCount));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfall", 100 * SelectedRotation.StarfallDamage * SelectedRotation.StarfallCasts / rotationDamage,
                                        SelectedRotation.StarfallDamage * SelectedRotation.StarfallCasts,
                                        SelectedRotation.StarfallCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wild Mushroom", 100 * SelectedRotation.MushroomDamage * SelectedRotation.MushroomCasts / rotationDamage,
                                        SelectedRotation.MushroomDamage * SelectedRotation.MushroomCasts,
                                        SelectedRotation.MushroomCasts));

            retVal.Add("Selected Spell Breakdown", sb.ToString());

            retVal.Add("Burst Rotation", String.Format("*{0}", BurstRotation.Name));
            retVal.Add("Burst DPS", String.Format("{0:F2}", BurstRotation.BurstDPS));
            retVal.Add("Burst Time To OOM", String.Format(BurstRotation.TimeToOOM > new TimeSpan(0, 0, 0) ? "{0} m {1} s" : "Not during fight", BurstRotation.TimeToOOM.Minutes, BurstRotation.TimeToOOM.Seconds));
            retVal.Add("Burst Cycle Length", String.Format("{0:F1} s", BurstRotation.Duration));

            sb             = new StringBuilder("*");
            rotationDamage = BurstRotation.BurstDPS * BurstRotation.Duration;
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfire", 100 * BurstRotation.StarfireAvgHit * BurstRotation.StarfireCount / rotationDamage,
                                        BurstRotation.StarfireAvgHit * BurstRotation.StarfireCount,
                                        BurstRotation.StarfireCount));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Moonfire", 100 * (BurstRotation.MoonfireAvgHit) * BurstRotation.MoonfireCasts / rotationDamage,
                                        (BurstRotation.MoonfireAvgHit) * BurstRotation.MoonfireCasts,
                                        BurstRotation.MoonfireCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Insect Swarm", 100 * BurstRotation.InsectSwarmAvgHit * BurstRotation.InsectSwarmCasts / rotationDamage,
                                        BurstRotation.InsectSwarmAvgHit * (BurstRotation.InsectSwarmCasts),
                                        BurstRotation.InsectSwarmCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wrath", 100 * BurstRotation.WrathAvgHit * BurstRotation.WrathCount / rotationDamage,
                                        BurstRotation.WrathAvgHit * BurstRotation.WrathCount,
                                        BurstRotation.WrathCount));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starsurge", 100 * BurstRotation.StarSurgeAvgHit * BurstRotation.StarSurgeCount / rotationDamage,
                                        BurstRotation.StarSurgeAvgHit * BurstRotation.StarSurgeCount,
                                        BurstRotation.StarSurgeCount));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfall", 100 * BurstRotation.StarfallDamage * BurstRotation.StarfallCasts / rotationDamage,
                                        BurstRotation.StarfallDamage * BurstRotation.StarfallCasts,
                                        BurstRotation.StarfallCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wild Mushroom", 100 * BurstRotation.MushroomDamage * BurstRotation.MushroomCasts / rotationDamage,
                                        BurstRotation.MushroomDamage * BurstRotation.MushroomCasts,
                                        BurstRotation.MushroomCasts));

            retVal.Add("Burst Spell Breakdown", sb.ToString());

            retVal.Add("Nature's Grace Uptime", String.Format("{0:F2}%", SelectedRotation.NaturesGraceUptime * 100));
            retVal.Add("Solar Eclipse Uptime", String.Format("{0:F2}%", SelectedRotation.SolarUptime * 100));
            retVal.Add("Lunar Eclipse Uptime", String.Format("{0:F2}%", SelectedRotation.LunarUptime * 100));

            retVal.Add("Starfire", String.Format("{0:F2} dps*{1:F2} s avg\n {2:F2} avg hit\n{3:F0} avg energy",
                                                 SelectedRotation.StarfireAvgHit / (SelectedRotation.StarfireAvgCast > 0 ? SelectedRotation.StarfireAvgCast : 1f),
                                                 SelectedRotation.StarfireAvgCast,
                                                 SelectedRotation.StarfireAvgHit,
                                                 SelectedRotation.StarfireAvgEnergy));
            retVal.Add("Wrath", String.Format("{0:F2} dps*{1:F2} s avg\n {2:F2} avg hit\n{3:F0} avg energy",
                                              SelectedRotation.WrathAvgHit / (SelectedRotation.WrathAvgCast > 0 ? SelectedRotation.WrathAvgCast : 1f),
                                              SelectedRotation.WrathAvgCast,
                                              SelectedRotation.WrathAvgHit,
                                              SelectedRotation.WrathAvgEnergy));
            retVal.Add("Starsurge", String.Format("{0:F2} dps*{1:F2} s avg\n {2:F2} avg hit\n{3:F0} avg energy",
                                                  SelectedRotation.StarSurgeAvgHit / (SelectedRotation.StarSurgeAvgCast > 0 ? SelectedRotation.StarSurgeAvgCast : 1f),
                                                  SelectedRotation.StarSurgeAvgCast,
                                                  SelectedRotation.StarSurgeAvgHit,
                                                  SelectedRotation.StarSurgeAvgEnergy));
            retVal.Add("Moonfire", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} avg hit",
                                                 SelectedRotation.MoonfireAvgHit / (SelectedRotation.MoonfireDuration > 0 ? SelectedRotation.MoonfireDuration : 1f),
                                                 SelectedRotation.MoonfireAvgCast,
                                                 SelectedRotation.MoonfireAvgHit));
            retVal.Add("Insect Swarm", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} avg hit",
                                                     SelectedRotation.InsectSwarmAvgHit / (SelectedRotation.InsectSwarmDuration > 0 ? SelectedRotation.InsectSwarmDuration : 1f),
                                                     SelectedRotation.InsectSwarmAvgCast,
                                                     SelectedRotation.InsectSwarmAvgHit));
            retVal.Add("Starfall", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per star",
                                                 SelectedRotation.StarfallDamage / 10.0f,
                                                 SelectedRotation.StarfallDamage,
                                                 SelectedRotation.StarfallDamage / (SelectedRotation.StarfallStars > 0 ? SelectedRotation.StarfallStars : 1f)));
            retVal.Add("Treants", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per tree",
                                                SelectedRotation.TreantDamage / 30.0f, SelectedRotation.TreantDamage, SelectedRotation.TreantDamage / 3.0f));
            retVal.Add("Wild Mushroom", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per mushroom",
                                                      SelectedRotation.MushroomDamage / 10.0f,
                                                      SelectedRotation.MushroomDamage,
                                                      SelectedRotation.MushroomDamage / 3f));

            return(retVal);
        }
Beispiel #14
0
        public void UpdateCalcs(bool firstPass)
        {
            // talents
            callOfThunder       = .05f * _talents.CallOfThunder;
            critMultiplierMelee = 2f * (1 + _stats.BonusCritMultiplier);
            critMultiplierSpell = (1.5f + .1f * _character.ShamanTalents.ElementalFury) * (1 + _stats.BonusSpellCritMultiplier);

            // Melee
            float hitBonus = _stats.PhysicalHit + StatConversion.GetHitFromRating(_stats.HitRating) + 0.02f * _talents.DualWieldSpecialization;

            expertiseBonusMH = GetDPRfromExp(_stats.Expertise + StatConversion.GetExpertiseFromRating(_stats.ExpertiseRating));
            expertiseBonusOH = GetDPRfromExp(_stats.Expertise + StatConversion.GetExpertiseFromRating(_stats.ExpertiseRating));

            // Need to modify expertiseBonusMH & OH if Orc and have racial bonus weapons
            if (_character.Race == CharacterRace.Orc)
            {
                ItemType mhType = _character.MainHand == null ? ItemType.None : _character.MainHand.Type;
                ItemType ohType = _character.OffHand == null ? ItemType.None : _character.OffHand.Type;
                if (mhType == ItemType.OneHandAxe || mhType == ItemType.FistWeapon) // patch 3.2 includes fists
                {
                    expertiseBonusMH += 0.0125f;
                }
                if (ohType == ItemType.OneHandAxe || ohType == ItemType.FistWeapon) // patch 3.2 includes fists
                {
                    expertiseBonusOH += 0.0125f;
                }
            }

            float meleeCritModifier = _stats.PhysicalCrit;
            float baseMeleeCrit     = StatConversion.GetCritFromRating(_stats.CritRating) +
                                      StatConversion.GetCritFromAgility(_stats.Agility, _character.Class) + .01f * _talents.ThunderingStrikes;

            chanceDodgeMH = Math.Max(0f, DodgeChanceCap - expertiseBonusMH);
            chanceDodgeOH = Math.Max(0f, DodgeChanceCap - expertiseBonusOH);
            float ParryChance = ParryChanceCap - expertiseBonusMH;

            chanceParryMH      = (float)Math.Max(0f, _calcOpts.InBack ? ParryChance * (1f - _calcOpts.InBackPerc / 100f) : ParryChance);
            ParryChance        = ParryChanceCap - expertiseBonusOH;
            chanceParryOH      = (float)Math.Max(0f, _calcOpts.InBack ? ParryChance * (1f - _calcOpts.InBackPerc / 100f) : ParryChance);
            chanceWhiteMissMH  = Math.Max(0f, WhiteHitCap - hitBonus) + chanceDodgeMH + chanceParryMH;
            chanceWhiteMissOH  = Math.Max(0f, WhiteHitCap - hitBonus) + chanceDodgeOH + chanceParryOH;
            chanceYellowMissMH = Math.Max(0f, YellowHitCap - hitBonus) + chanceDodgeMH + chanceParryMH; // base miss 8% now
            chanceYellowMissOH = Math.Max(0f, YellowHitCap - hitBonus) + chanceDodgeOH + chanceParryOH; // base miss 8% now

            // SetCritValues((1 + _stats.BonusCritChance) * (baseMeleeCrit + meleeCritModifier) + .00005f); //fudge factor for rounding
            SetCritValues(baseMeleeCrit + meleeCritModifier + .00005f); //fudge factor for rounding
            // set two export values so that ED crit isn't included
            exportMeleeCritMH = chanceWhiteCritMH + whiteCritDepression;
            exportMeleeCritOH = chanceWhiteCritOH + whiteCritDepression;

            // Spells
            ftBonusCrit = 0f;
            if (_calcOpts.MainhandImbue == "Flametongue")
            {
                ftBonusCrit += _talents.GlyphofFlametongueWeapon ? .02f : 0f;
            }
            if (_calcOpts.OffhandImbue == "Flametongue" && _talents.DualWield == 1)
            {
                ftBonusCrit += _talents.GlyphofFlametongueWeapon ? .02f : 0f;
            }

            float spellCritModifier = _stats.SpellCrit + _stats.SpellCritOnTarget + ftBonusCrit;
            float hitBonusSpell     = _stats.SpellHit + StatConversion.GetSpellHitFromRating(_stats.HitRating);

            chanceSpellMiss = Math.Max(0f, SpellMissRate - hitBonusSpell);
            overSpellHitCap = Math.Max(0f, hitBonusSpell - SpellMissRate);
            float baseSpellCrit = StatConversion.GetSpellCritFromRating(_stats.CritRating) +
                                  StatConversion.GetSpellCritFromIntellect(_stats.Intellect) + .01f * _talents.ThunderingStrikes;

            //chanceSpellCrit = Math.Min(0.75f, (1 + _stats.BonusCritChance) * (baseSpellCrit + spellCritModifier) + .00005f); //fudge factor for rounding
            chanceSpellCrit = Math.Min(0.75f, baseSpellCrit + spellCritModifier + .00005f); //fudge factor for rounding

            float hasteBonus = StatConversion.GetHasteFromRating(_stats.HasteRating, _character.Class);

            unhastedMHSpeed = _character.MainHand == null ? 3.0f : _character.MainHand.Item.Speed;
            unhastedOHSpeed = _character.OffHand == null ? 3.0f : _character.OffHand.Item.Speed;
            float baseHastedMHSpeed    = unhastedMHSpeed / (1f + hasteBonus) / (1f + _stats.PhysicalHaste);
            float baseHastedOHSpeed    = unhastedOHSpeed / (1f + hasteBonus) / (1f + _stats.PhysicalHaste);
            float chanceToProcWFPerHit = .2f + (_character.ShamanTalents.GlyphofWindfuryWeapon ? .02f : 0f);

            //The Swing Loop
            //This is where we figure out feedback systems -- WF, MW, ED, Flurry, etc.
            //--------------
            flurryUptime = 1f;
            edUptime     = 0f;
            float stormstrikeSpeed = firstPass ? (_talents.Stormstrike == 1 ? 8f : 0f) : AbilityCooldown(EnhanceAbility.StormStrike);
            float shockSpeed       = firstPass ? BaseShockSpeed : AbilityCooldown(EnhanceAbility.EarthShock);
            float lavaLashSpeed    = firstPass ? (_talents.LavaLash == 1 ? 6f : 0f) : AbilityCooldown(EnhanceAbility.LavaLash);
            float fireNovaSpeed    = firstPass ? BaseFireNovaSpeed : AbilityCooldown(EnhanceAbility.FireNova);

            if (_calcOpts.PriorityInUse(EnhanceAbility.MagmaTotem))
            {
                fireTotemUptime = firstPass ? 1.0f : 20f / AbilityCooldown(EnhanceAbility.MagmaTotem);
            }
            else if (_calcOpts.PriorityInUse(EnhanceAbility.SearingTotem))
            {
                fireTotemUptime = firstPass ? 1.0f : 60f / AbilityCooldown(EnhanceAbility.SearingTotem);
            }
            else if (_calcOpts.PriorityInUse(EnhanceAbility.RefreshTotems)) // if no Searing or Magma totem use refresh of Flametongue totem.
            {
                fireTotemUptime = firstPass ? 1.0f : 300f / AbilityCooldown(EnhanceAbility.RefreshTotems);
            }

            float mwPPM             = 2 * _talents.MaelstromWeapon * (1 + _stats.Enhance4T8 * 0.2f);
            float flurryHasteBonus  = .06f * _talents.Flurry + _stats.Enhance4T7;
            float edCritBonus       = .03f * _talents.ElementalDevastation;
            float staticShockChance = (.02f * _character.ShamanTalents.StaticShock + (_stats.Enhance2T9 == 1f ? 0.03f : 0f));

            hitsPerSMHSS = 0f;
            hitsPerSOHSS = 0f;
            hitsPerSOH   = 0f;
            hitsPerSMH   = 0f;
            hitsPerSWF   = 0f;
            if (_talents.Stormstrike == 1)
            {
                hitsPerSMHSS = (1f - chanceYellowMissMH) / stormstrikeSpeed;
                hitsPerSOHSS = _character.ShamanTalents.DualWield == 1 ? ((1f - 2 * chanceYellowMissOH) / stormstrikeSpeed) : 0f; //OH only swings if MH connects
            }
            hitsPerSLL = lavaLashSpeed == 0 ? 0f : (1f - chanceYellowMissOH) / lavaLashSpeed;
            float swingsPerSMHMelee = 0f;
            float swingsPerSOHMelee = 0f;
            float wfProcsPerSecond  = 0f;
            float mwProcsPerSecond  = 0f;

            secondsToFiveStack = 10f;
            float averageMeleeCritChance   = (chanceWhiteCritMH + chanceWhiteCritOH + chanceYellowCritMH + chanceYellowCritOH) / 4f;
            float averageMeleeHitChance    = ((1f - chanceWhiteMissMH - chanceDodgeMH - chanceParryMH) + (1f - chanceWhiteMissOH - chanceDodgeOH - chanceParryOH)) / 2f;
            float averageMeleeMissChance   = (chanceWhiteMissMH + chanceWhiteMissOH) / 2f;
            float whiteHitsPerSMH          = 0f;
            float whiteHitsPerSOH          = 0f;
            float moteHitsPerS             = 0f;
            float yellowHitsPerSMH         = 0f;
            float yellowHitsPerSOH         = 0f;
            float flameTongueHitsPerSecond = 0f;

            for (int i = 0; i < 5; i++)
            {
                // float bonusHaste = (1f + (flurryUptime * flurryHasteBonus));
                float bonusHaste = 1 / (1 - flurryUptime + flurryUptime / (1 + flurryHasteBonus)); // use time based not proc based flurryUptime
                hastedMHSpeed     = baseHastedMHSpeed / bonusHaste;
                hastedOHSpeed     = baseHastedOHSpeed / bonusHaste;
                swingsPerSMHMelee = 1f / hastedMHSpeed;
                swingsPerSOHMelee = (hastedOHSpeed == 0f) ? 0f : 1f / hastedOHSpeed;
                whiteHitsPerSMH   = ChanceWhiteHitMH * swingsPerSMHMelee;
                whiteHitsPerSOH   = ChanceWhiteHitOH * swingsPerSOHMelee;
                moteHitsPerS      = _stats.MoteOfAnger * 2 * AverageWhiteHitChance;
                // Windfury model
                if (_calcOpts.MainhandImbue == "Windfury")
                {
                    float hitsThatProcWFPerS = whiteHitsPerSMH + hitsPerSMHSS;
                    if (_character.ShamanTalents.DualWield == 1)
                    {
                        hitsThatProcWFPerS += moteHitsPerS / 2; // half the hits will be OH and thus won't proc WF
                    }
                    else
                    {
                        hitsThatProcWFPerS += moteHitsPerS; // if no offhand then all motes will be MH weapon by definition
                    }
                    float maxExpectedWFPerFight = hitsThatProcWFPerS * chanceToProcWFPerHit * fightLength;
                    float ineligibleSeconds     = maxExpectedWFPerFight * (3.25f - hastedMHSpeed);
                    float expectedWFPerFight    = hitsThatProcWFPerS * chanceToProcWFPerHit * (fightLength - ineligibleSeconds);
                    wfProcsPerSecond = expectedWFPerFight / fightLength;
                    hitsPerSWF       = 2f * wfProcsPerSecond * (1f - chanceYellowMissMH);
                }
                yellowHitsPerSMH = hitsPerSWF + hitsPerSMHSS;
                yellowHitsPerSOH = hitsPerSOHSS + hitsPerSLL;

                //Due to attack table, a white swing has the same chance to crit as a yellow hit
// Old Flurry calc changed 10 Nov 2009
//                couldCritSwingsPerSecond = whiteHitsPerSMH + whiteHitsPerSOH + yellowHitsPerSMH + yellowHitsPerSOH;
//                float swingsThatConsumeFlurryPerSecond = swingsPerSMHMelee + swingsPerSOHMelee;
//                flurryUptime = 1f - (float)Math.Pow(1 - averageMeleeCritChance, (3 / swingsThatConsumeFlurryPerSecond) * couldCritSwingsPerSecond);  // old formulae
                flurryUptime = CalculateFlurryUptime(averageMeleeCritChance, averageMeleeHitChance, averageMeleeMissChance);

                // Maelstrom Weapon time to 5 stacks calc
                if (_character.ShamanTalents.DualWield == 1 && unhastedOHSpeed != 0f)
                {
                    hitsPerSMH       = whiteHitsPerSMH + yellowHitsPerSMH + moteHitsPerS / 2;
                    hitsPerSOH       = whiteHitsPerSOH + yellowHitsPerSOH + moteHitsPerS / 2;
                    mwProcsPerSecond = (mwPPM / (60f / unhastedMHSpeed)) * hitsPerSMH + (mwPPM / (60f / unhastedOHSpeed)) * hitsPerSOH;
                }
                else
                {
                    hitsPerSMH       = whiteHitsPerSMH + yellowHitsPerSMH + moteHitsPerS;
                    hitsPerSOH       = 0f;
                    mwProcsPerSecond = (mwPPM / (60f / unhastedMHSpeed)) * hitsPerSMH;
                }
                secondsToFiveStack = 5f / mwProcsPerSecond;

                // Elemental Devastation Uptime calc
                staticShocksPerSecond    = (hitsPerSMH + hitsPerSOH) * staticShockChance;
                flameTongueHitsPerSecond = (_calcOpts.MainhandImbue == "Flametongue" ? HitsPerSMH : 0f) +
                                           ((_calcOpts.OffhandImbue == "Flametongue" && _talents.DualWield == 1) ? HitsPerSOH : 0f);
                spellAttacksPerSec = (1f / secondsToFiveStack + 1f / shockSpeed + 1f / fireNovaSpeed + staticShocksPerSecond) // + flameTongueHitsPerSecond)
                                     * (1f - chanceSpellMiss);
                float couldCritSpellsPerS = spellAttacksPerSec - staticShocksPerSecond;                                       // LS procs from Static Shock cannot crit
                edUptime = 1f - (float)Math.Pow(1 - chanceSpellCrit, 10 * couldCritSpellsPerS);
                averageMeleeCritChance = (chanceWhiteCritMH + chanceWhiteCritOH + chanceYellowCritMH + chanceYellowCritOH) / 4f + edUptime * edCritBonus;
            }
            float yellowAttacksPerSecond = hitsPerSWF + hitsPerSMHSS;

            if (_character.ShamanTalents.DualWield == 1 && unhastedMHSpeed != 0)
            {
                yellowAttacksPerSecond += hitsPerSOHSS;
            }

            // set output variables
            edBonusCrit = edUptime * edCritBonus;
            //SetCritValues((1 + _stats.BonusCritChance) * (baseMeleeCrit + meleeCritModifier) + edBonusCrit + .00005f); //fudge factor for rounding
            SetCritValues(baseMeleeCrit + meleeCritModifier + edBonusCrit + .00005f); //fudge factor for rounding
            meleeAttacksPerSec = hitsPerSMH + hitsPerSOH;
            meleeCritsPerSec   = (whiteHitsPerSMH * chanceWhiteCritMH) + (whiteHitsPerSOH * chanceWhiteCritOH) +
                                 (yellowHitsPerSMH * chanceYellowCritMH) + (yellowHitsPerSOH * chanceYellowCritOH) +
                                 (_stats.MoteOfAnger * 2 * AverageWhiteCritChance);
            spellCritsPerSec  = spellAttacksPerSec * ChanceSpellCrit;
            spellCastsPerSec  = spellAttacksPerSec;
            spellMissesPerSec = spellAttacksPerSec * chanceSpellMiss;
            chanceMeleeHit    = meleeAttacksPerSec / (swingsPerSMHMelee + swingsPerSOHMelee + 2f * wfProcsPerSecond + .25f + 1f / 6f);
            maxMana           = _stats.Mana;
            float spellhaste = _stats.SpellHaste + StatConversion.GetSpellHasteFromRating(_stats.HasteRating);

            averageFSDotTime = 18f / (1f + spellhaste);
        }
        /// <summary>
        /// Builds a dictionary containing the values to display for each of the calculations defined in
        /// CharacterDisplayCalculationLabels. The key should be the Label of each display calculation,
        /// and the value should be the value to display, optionally appended with '*' followed by any
        /// string you'd like displayed as a tooltip on the value.
        /// </summary>
        /// <returns>A Dictionary<string, string> containing the values to display for each of the
        /// calculations defined in CharacterDisplayCalculationLabels.</returns>
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> dictValues = new Dictionary <string, string>();

            #region Simulation stats
            dictValues.Add("Rotation", String.Format("{0}*{1}", Name, Abilities));
            dictValues.Add("Warlock DPS", String.Format("{0:0}", DpsPoints));
            dictValues.Add("Pet DPS", String.Format("{0:0}", PetDPSPoints));
            dictValues.Add("Total DPS", String.Format("{0:0}", OverallPoints));
            dictValues.Add("Damage Done", String.Format("{0:0}", OverallDamage));
            dictValues.Add("Mana Used", String.Format("{0:0}", TotalManaCost));
            #endregion

            #region HP/Mana stats
            dictValues.Add("Health", String.Format("{0:0}", TotalStats.Health));
            dictValues.Add("Mana", String.Format("{0:0}", TotalStats.Mana));
            #endregion

            #region Base stats
            dictValues.Add("Strength", String.Format("{0}", TotalStats.Strength));
            dictValues.Add("Agility", String.Format("{0}", TotalStats.Agility));
            dictValues.Add("Stamina", String.Format("{0}", TotalStats.Stamina));
            dictValues.Add("Intellect", String.Format("{0}", TotalStats.Intellect));
            dictValues.Add("Spirit", String.Format("{0}", TotalStats.Spirit));
            dictValues.Add("Armor", String.Format("{0}", TotalStats.Armor));
            #endregion

            #region Pet stats
            Minion minion = MinionFactory.CreateMinion(Options.Pet, Character, TotalStats);
            if (minion != null)
            {
                dictValues.Add("Pet Strength", String.Format("{0}", minion.Strength()));
                dictValues.Add("Pet Agility", String.Format("{0}", minion.Agility()));
                dictValues.Add("Pet Stamina", String.Format("{0:0}", minion.Stamina()));
                dictValues.Add("Pet Intellect", String.Format("{0:0}", minion.Intellect()));
                dictValues.Add("Pet Spirit", String.Format("{0}", minion.Spirit()));
                dictValues.Add("Pet Armor", String.Format("{0}", minion.Armor()));
            }
            #endregion

            #region Spell stats
            //pet scaling consts: http://www.wowwiki.com/Warlock_minions
            const float petInheritedAttackPowerPercentage = 0.57f;
            const float petInheritedSpellPowerPercentage  = 0.15f;

            dictValues.Add("Bonus Damage", String.Format("{0}*Shadow Damage\t{1}\r\nFire Damage\t{2}\r\n\r\nYour Fire Damage increases your pet's Attack Power by {3} and Spell Damage by {4}.",
                                                         TotalStats.SpellPower,
                                                         TotalStats.SpellPower + TotalStats.SpellShadowDamageRating,
                                                         TotalStats.SpellPower + TotalStats.SpellFireDamageRating,
                                                         Math.Round((TotalStats.SpellPower + TotalStats.SpellFireDamageRating) * petInheritedAttackPowerPercentage, 0),
                                                         Math.Round((TotalStats.SpellPower + TotalStats.SpellFireDamageRating) * petInheritedSpellPowerPercentage, 0)
                                                         ));

            #region Hit / Miss chance
            //float bonusHit = TotalStats.SpellHit;
            float onePercentOfHitRating = (1 / StatConversion.GetSpellHitFromRating(1));
            float hitFromRating         = StatConversion.GetSpellHitFromRating(TotalStats.HitRating);
            float hitFromTalents        = (Character.WarlockTalents.Suppression * 0.01f);
            float hitFromBuffs          = (TotalStats.SpellHit - hitFromRating - hitFromTalents);
            float targetHit             = (Options.TargetHit / 100f);
            float totalHit   = (targetHit + TotalStats.SpellHit);
            float missChance = (totalHit > 1 ? 0 : (1 - totalHit));

            //calculate the amount of hit rating that is over or under the cap
            float hitDelta = (totalHit > 1)
                                 ? (float)Math.Floor((totalHit - 1) * onePercentOfHitRating)
                                 : (float)Math.Ceiling((1 - totalHit) * onePercentOfHitRating);
            //now we can calculate the hitcap value
            float hitCap = (totalHit > 1)
                               ? TotalStats.HitRating - hitDelta
                               : TotalStats.HitRating + hitDelta;

            dictValues.Add("Hit Rating", String.Format("{0}*{1:0.00%} Hit Chance (max 100%) | {2:0.00%} Miss Chance \r\n\r\n"
                                                       + "{3:0.00%}\t Base Hit Chance on a Level {4:0} target\r\n"
                                                       + "{5:0.00%}\t from {6:0} Hit Rating [gear, food and/or flasks]\r\n"
                                                       + "{7:0.00%}\t from Talent: Suppression\r\n"
                                                       + "{8:0.00%}\t from Buffs: Racial and/or Spell Hit Chance Taken\r\n\r\n"
                                                       + "{9}\r\n\r\n"
                                                       + "Hit Rating caps:\r\n"
                                                       + "446 - hard cap (no hit from talents, gear or buffs)\r\n"
                                                       + "420 - Heroic Presence\r\n"
                                                       + "368 - Suppression\r\n"
                                                       + "342 - Suppression and Heroic Presence\r\n"
                                                       + "289 - Suppression, Improved Faerie Fire / Misery\r\n"
                                                       + "263 - Suppression, Improved Faerie Fire / Misery and Heroic Presence",
                                                       TotalStats.HitRating, totalHit, missChance,
                                                       targetHit, Options.TargetLevel,
                                                       hitFromRating, TotalStats.HitRating,
                                                       hitFromTalents,
                                                       hitFromBuffs,
                                                       String.Format("You are {0} hit rating {1} the {2} cap.", hitDelta, ((totalHit > 1) ? "above" : "below"), hitCap)
                                                       ));

            dictValues.Add("Miss chance", String.Format("{0:0.00%}", missChance));
            #endregion

            #region Crit %
            Stats statsBase         = BaseStats.GetBaseStats(Character);
            float critFromRating    = StatConversion.GetSpellCritFromRating(TotalStats.CritRating);
            float critFromIntellect = StatConversion.GetSpellCritFromIntellect(TotalStats.Intellect);
            float critFromBuffs     = TotalStats.SpellCrit - statsBase.SpellCrit - critFromRating - critFromIntellect
                                      - (Character.WarlockTalents.DemonicTactics * 0.02f)
                                      - (Character.WarlockTalents.Backlash * 0.01f);

            dictValues.Add("Crit Chance", String.Format("{0:0.00%}*"
                                                        + "{1:0.00%}\tfrom {2:0} Spell Crit rating\r\n"
                                                        + "{3:0.00%}\tfrom {4:0} Intellect\r\n"
                                                        + "{5:0.000%}\tfrom Warlock Class Bonus\r\n"
                                                        + "{6:0%}\tfrom Talent: Demonic Tactics\r\n"
                                                        + "{7:0%}\tfrom Talent: Backlash\r\n"
                                                        + "{8:0%}\tfrom Buffs",
                                                        TotalStats.SpellCrit,
                                                        critFromRating, TotalStats.CritRating,
                                                        critFromIntellect, TotalStats.Intellect,
                                                        statsBase.SpellCrit,
                                                        (Character.WarlockTalents.DemonicTactics * 0.02f),
                                                        (Character.WarlockTalents.Backlash * 0.01f),
                                                        critFromBuffs
                                                        ));
            #endregion

            dictValues.Add("Haste Rating", String.Format("{0}%*{1}%\tfrom {2} Haste rating\r\n{3}%\tfrom Buffs\r\n{4}s\tGlobal Cooldown",
                                                         (TotalStats.SpellHaste * 100f).ToString("0.00"),
                                                         (StatConversion.GetSpellHasteFromRating(TotalStats.HasteRating) * 100f).ToString("0.00"),
                                                         TotalStats.HasteRating,
                                                         (TotalStats.SpellHaste * 100f - StatConversion.GetSpellHasteFromRating(TotalStats.HasteRating) * 100f).ToString("0.00"),
                                                         Math.Max(1.0f, 1.5f / (1 + TotalStats.SpellHaste)).ToString("0.00")));

            dictValues.Add("Mana Regen", String.Format("{0}*{0} mana regenerated every 5 seconds while not casting\r\n{1} mana regenerated every 5 seconds while casting",
                                                       GetManaRegenOutOfCombat(),
                                                       GetManaRegenInCombat()));
            #endregion

            #region Shadow school
            dictValues.Add("Shadow Bolt", new ShadowBolt(TotalStats, Character, Options).ToString());
            if (Character.WarlockTalents.Haunt > 0)
            {
                dictValues.Add("Haunt", new Haunt(TotalStats, Character, Options).ToString());
            }
            else
            {
                dictValues.Add("Haunt", "- *Required talent not available");
            }
            dictValues.Add("Corruption", new Corruption(TotalStats, Character, Options).ToString());
            dictValues.Add("Curse of Agony", new CurseOfAgony(TotalStats, Character, Options).ToString());
            dictValues.Add("Curse of Doom", new CurseOfDoom(TotalStats, Character, Options).ToString());
            if (Character.WarlockTalents.UnstableAffliction > 0)
            {
                dictValues.Add("Unstable Affliction", new UnstableAffliction(TotalStats, Character, Options).ToString());
            }
            else
            {
                dictValues.Add("Unstable Affliction", "- *Required talent not available");
            }
            dictValues.Add("Death Coil", new DeathCoil(TotalStats, Character, Options).ToString());
            dictValues.Add("Drain Life", new DrainLife(TotalStats, Character, Options).ToString());
            dictValues.Add("Drain Soul", new DrainSoul(TotalStats, Character, Options).ToString());
            dictValues.Add("Seed of Corruption", new SeedOfCorruption(TotalStats, Character, Options).ToString());
            dictValues.Add("Shadowflame", new Shadowflame(TotalStats, Character, Options).ToString());
            if (Character.WarlockTalents.Shadowburn > 0)
            {
                dictValues.Add("Shadowburn", new Shadowburn(TotalStats, Character, Options).ToString());
            }
            else
            {
                dictValues.Add("Shadowburn", "- *Required talent not available");
            }
            if (Character.WarlockTalents.Shadowfury > 0)
            {
                dictValues.Add("Shadowfury", new Shadowfury(TotalStats, Character, Options).ToString());
            }
            else
            {
                dictValues.Add("Shadowfury", "- *Required talent not available");
            }
            dictValues.Add("Life Tap", new LifeTap(TotalStats, Character, Options).ToString());
            if (Character.WarlockTalents.DarkPact > 0)
            {
                dictValues.Add("Dark Pact", new DarkPact(TotalStats, Character, Options).ToString());
            }
            else
            {
                dictValues.Add("Dark Pact", "- *Required talent not available");
            }

            #endregion

            #region Fire school
            dictValues.Add("Incinerate", new Incinerate(TotalStats, Character, Options).ToString());
            dictValues.Add("Immolate", new Immolate(TotalStats, Character, Options).ToString());
            if (Character.WarlockTalents.Conflagrate > 0)
            {
                dictValues.Add("Conflagrate", new Conflagrate(TotalStats, Character, Options).ToString());
            }
            else
            {
                dictValues.Add("Conflagrate", "- *Required talent not available");
            }
            if (Character.WarlockTalents.ChaosBolt > 0)
            {
                dictValues.Add("Chaos Bolt", new ChaosBolt(TotalStats, Character, Options).ToString());
            }
            else
            {
                dictValues.Add("Chaos Bolt", "- *Required talent not available");
            }
            dictValues.Add("Rain of Fire", new RainOfFire(TotalStats, Character, Options).ToString());
            dictValues.Add("Hellfire", new Hellfire(TotalStats, Character, Options).ToString());

            if (Character.WarlockTalents.Metamorphosis > 0)
            {
                dictValues.Add("Immolation Aura", new ImmolationAura(TotalStats, Character, Options).ToString());
            }
            else
            {
                dictValues.Add("Immolation Aura", "- *Required talent not available");
            }

            dictValues.Add("Searing Pain", new SearingPain(TotalStats, Character, Options).ToString());
            dictValues.Add("Soul Fire", new SoulFire(TotalStats, Character, Options).ToString());
            #endregion

            return(dictValues);
        }
Beispiel #16
0
        public void CritsAndResists()
        {
            #region Crits, Resists
            {
                // Attack Rolltable (DW):
                // 27.0% miss     (8.0% with 2H)
                //  6.5% dodge
                // 24.0% glancing (75% hit-dmg)
                // xx.x% crit
                // remaining = hit

                float targetArmor = calcOpts.BossArmor, totalArP = stats.ArmorPenetration;

                float arpBuffs = talents.BloodGorged * 2f / 100;

                physicalMitigation = 1f - StatConversion.GetArmorDamageReduction(character.Level, targetArmor,
                                                                                 stats.ArmorPenetration, arpBuffs, stats.ArmorPenetrationRating);

                calcs.EnemyMitigation = 1f - physicalMitigation;
                calcs.EffectiveArmor  = physicalMitigation;

                // Crit: Base .65%
                physCrits        = .0065f;
                physCrits       += StatConversion.GetPhysicalCritFromRating(stats.CritRating);
                physCrits       += StatConversion.GetPhysicalCritFromAgility(stats.Agility, CharacterClass.DeathKnight);
                physCrits       += .01f * (float)(talents.DarkConviction + talents.EbonPlaguebringer + talents.Annihilation);
                physCrits       += stats.PhysicalCrit;
                calcs.CritChance = physCrits;

                float chanceAvoided = 0.335f;

                float chanceDodged = StatConversion.WHITE_DODGE_CHANCE_CAP[calcOpts.TargetLevel - 80];

                calcs.DodgedMHAttacks = MH.chanceDodged;
                calcs.DodgedOHAttacks = OH.chanceDodged;

                if (character.MainHand != null)
                {
                    chanceDodged = MH.chanceDodged;
                }

                if (character.OffHand != null)
                {
                    if (DW)
                    {
                        chanceDodged += OH.chanceDodged;
                        chanceDodged /= 2;
                    }
                    else if (character.MainHand == null)
                    {
                        chanceDodged = OH.chanceDodged;
                    }
                }

                calcs.DodgedAttacks = chanceDodged;
                // Process White hits:
                float chanceMiss = DW ? StatConversion.WHITE_MISS_CHANCE_CAP_DW[calcOpts.TargetLevel - 80] : StatConversion.WHITE_MISS_CHANCE_CAP[calcOpts.TargetLevel - 80];
                chanceMiss -= StatConversion.GetPhysicalHitFromRating(stats.HitRating);
                chanceMiss -= hitBonus;
                chanceMiss -= stats.PhysicalHit;
                // Cap the Miss rate at 0%
                chanceMiss           = Math.Max(chanceMiss, 0f);
                calcs.MissedAttacks  = chanceMiss;
                whiteMiss            = chanceMiss;
                chanceAvoided        = chanceDodged + chanceMiss;
                calcs.AvoidedAttacks = chanceDodged + chanceMiss;

                // Process Yellow hits
                chanceMiss    = StatConversion.YELLOW_MISS_CHANCE_CAP[calcOpts.TargetLevel - 80];
                chanceMiss   -= StatConversion.GetPhysicalHitFromRating(stats.HitRating);
                chanceMiss   -= hitBonus;
                chanceMiss   -= stats.PhysicalHit;
                chanceMiss    = Math.Max(chanceMiss, 0f);
                chanceDodged  = MH.chanceDodged;
                missedSpecial = chanceMiss;
                dodgedSpecial = chanceDodged;
                // calcs.MissedAttacks = chanceMiss

                spellCrits            = 0f;
                spellCrits           += StatConversion.GetSpellCritFromRating(stats.CritRating);
                spellCrits           += stats.SpellCrit + stats.SpellCritOnTarget;
                spellCrits           += .01f * (float)(talents.DarkConviction + talents.EbonPlaguebringer);
                calcs.SpellCritChance = spellCrits;

                // Resists: Base 17%
                spellResist  = .17f;
                spellResist -= StatConversion.GetSpellHitFromRating(stats.HitRating);
                spellResist -= .01f * talents.Virulence;
                spellResist -= stats.SpellHit;
                if (spellResist < 0f)
                {
                    spellResist = 0f;
                }

                // Total physical misses
                totalMHMiss = calcs.DodgedMHAttacks + whiteMiss;
                totalOHMiss = calcs.DodgedOHAttacks + whiteMiss;
                double spellGCD    = (calcOpts.rotation.presence == CalculationOptionsDPSDK.Presence.Blood ? 1.5d / ((1 + (StatConversion.GetHasteFromRating(stats.HasteRating, CharacterClass.DeathKnight))) * (1d + stats.SpellHaste)) < 1d ? 1d : 1.5d / ((1 + (StatConversion.GetHasteFromRating(stats.HasteRating, CharacterClass.DeathKnight))) * (1d + stats.SpellHaste)): 1d);
                double physicalGCD = (calcOpts.rotation.presence == CalculationOptionsDPSDK.Presence.Blood ? 1.5d : 1d);
                float  minDuration = totalMeleeAbilities * (float)physicalGCD +
                                     totalSpellAbilities * (float)spellGCD;

                realDuration = (float)Math.Max(minDuration, calcOpts.rotation.CurRotationDuration);

                float dodgeMissPerRotation = (float)(totalMeleeAbilities - calcOpts.rotation.FrostStrike);
                chanceAvoided = chanceDodged + chanceMiss;
                double GChanceAvoided             = (1 / (1 - chanceAvoided)) - 1;
                double GSpellResist               = (1 / (1 - spellResist)) - 1;
                double ProbableGCDLossPerRotation = dodgeMissPerRotation * physicalGCD * GChanceAvoided +
                                                    (calcOpts.rotation.IcyTouch + calcOpts.rotation.Pestilence) * spellGCD * GSpellResist;

                realDuration += (float)(((minDuration + ProbableGCDLossPerRotation) / realDuration < 1 ? (minDuration + ProbableGCDLossPerRotation) / realDuration : 1) * ProbableGCDLossPerRotation);
                // This last line is a bit hackish, but basically the extra GCD is more inconvenient the closer we are to having a GCD-capped rotation; once we're GCD-capped, they cost the full value.
            }
            #endregion
        }
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            float critRating = BasicStats.CritRating;

            float hitRating = BasicStats.HitRating;

            float armorPenetrationRating = BasicStats.ArmorPenetrationRating;

            float attackPower = BasicStats.AttackPower;

            if (ActiveBuffs.Contains(Buff.GetBuffByName("Improved Hunter's Mark")))
            {
                attackPower -= 110f * (1f + BasicStats.BonusAttackPowerMultiplier);
            }

            Dictionary <string, string> dictValues = new Dictionary <string, string>();

            dictValues.Add("Health", BasicStats.Health.ToString("N0"));
            dictValues.Add("Strength", BasicStats.Strength.ToString("N0"));
            dictValues.Add("Agility", string.Format("{0:0}*Provides {1:P} crit chance", BasicStats.Agility, StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.DeathKnight)));
            dictValues.Add("Attack Power", attackPower.ToString("N0"));
            dictValues.Add("Crit Rating", string.Format("{0:0}*Provides {1:P} crit chance", critRating, StatConversion.GetCritFromRating(critRating, CharacterClass.DeathKnight)));
            dictValues.Add("Hit Rating", string.Format("{0:0}*Negates {1:P} melee miss / {2:P} spell miss", hitRating, StatConversion.GetPhysicalHitFromRating(hitRating, CharacterClass.DeathKnight), StatConversion.GetSpellHitFromRating(hitRating, CharacterClass.DeathKnight)));
            dictValues.Add("Expertise", string.Format("{0:0.00} / {1:0.00}*Negates {2:P} / {3:P} dodge chance", MHExpertise, OHExpertise, StatConversion.GetDodgeParryReducFromExpertise(MHExpertise), StatConversion.GetDodgeParryReducFromExpertise(OHExpertise)));
            dictValues.Add("Haste Rating", string.Format("{0:0}*Increases attack speed by {1:P}", BasicStats.HasteRating, StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.DeathKnight)));
            dictValues.Add("Armor Penetration Rating", armorPenetrationRating.ToString("N0"));
            dictValues.Add("Armor", BasicStats.Armor.ToString("N0"));
            dictValues.Add("Resilience", BasicStats.Resilience.ToString("F0"));

            dictValues.Add("Weapon Damage", MHWeaponDamage.ToString("N2") + " / " + OHWeaponDamage.ToString("N2"));
            dictValues.Add("Attack Speed", MHAttackSpeed.ToString("N2") + " / " + OHAttackSpeed.ToString("N2"));
            dictValues.Add("Crit Chance", string.Format("{0:P}", CritChance));
            dictValues.Add("Avoided Attacks", string.Format("{0:P}*{1:P} Dodged, {2:P} Missed", AvoidedAttacks, DodgedAttacks, MissedAttacks));
            dictValues.Add("Enemy Mitigation", string.Format("{0:P}*{1:0} effective enemy armor", EnemyMitigation, EffectiveArmor));

            dictValues.Add("BCB", string.Format("{0:N2}*{1:P}", BCBDPS, (float)BCBDPS / DPSPoints));
            dictValues.Add("Blood Plague", string.Format("{0:N2}*{1:P}", BloodPlagueDPS, (float)BloodPlagueDPS / DPSPoints));
            dictValues.Add("Blood Strike", string.Format("{0:N2}*{1:P}", BloodStrikeDPS, (float)BloodStrikeDPS / DPSPoints));
            dictValues.Add("Death Coil", string.Format("{0:N2}*{1:P}", DeathCoilDPS, (float)DeathCoilDPS / DPSPoints));
            dictValues.Add("DRW", string.Format("{0:N2}*{1:P}, wait for " + DRWStats + " proc", DRWDPS, (float)DRWDPS / DPSPoints));
            dictValues.Add("Frost Fever", string.Format("{0:N2}*{1:P}", FrostFeverDPS, (float)FrostFeverDPS / DPSPoints));
            dictValues.Add("Frost Strike", string.Format("{0:N2}*{1:P}", FrostStrikeDPS, (float)FrostStrikeDPS / DPSPoints));
            dictValues.Add("Gargoyle", string.Format("{0:N2}*{1:P}", GargoyleDPS, (float)GargoyleDPS / DPSPoints));
            dictValues.Add("Heart Strike", string.Format("{0:N2}*{1:P}", HeartStrikeDPS, (float)HeartStrikeDPS / DPSPoints));
            dictValues.Add("Howling Blast", string.Format("{0:N2}*{1:P}", HowlingBlastDPS, (float)HowlingBlastDPS / DPSPoints));
            dictValues.Add("Icy Touch", string.Format("{0:N2}*{1:P}", IcyTouchDPS, (float)IcyTouchDPS / DPSPoints));
            dictValues.Add("Necrosis", string.Format("{0:N2}*{1:P}", NecrosisDPS, (float)NecrosisDPS / DPSPoints));
            dictValues.Add("Obliterate", string.Format("{0:N2}*{1:P}", ObliterateDPS, (float)ObliterateDPS / DPSPoints));
            dictValues.Add("Death Strike", string.Format("{0:N2}*{1:P}", DeathStrikeDPS, (float)DeathStrikeDPS / DPSPoints));
            dictValues.Add("Plague Strike", string.Format("{0:N2}*{1:P}", PlagueStrikeDPS, (float)PlagueStrikeDPS / DPSPoints));
            dictValues.Add("Scourge Strike", string.Format("{0:N2}*{1:P}", ScourgeStrikeDPS, (float)ScourgeStrikeDPS / DPSPoints));
            dictValues.Add("Unholy Blight", string.Format("{0:N2}*{1:P}", UnholyBlightDPS, (float)UnholyBlightDPS / DPSPoints));
            dictValues.Add("Wandering Plague", string.Format("{0:N2}*{1:P}", WanderingPlagueDPS, (float)WanderingPlagueDPS / DPSPoints));
            dictValues.Add("White", string.Format("{0:N2}*{1:P}", WhiteDPS, (float)WhiteDPS / DPSPoints));
            dictValues.Add("Ghoul", string.Format("{0:N2}*{1:P}", GhoulDPS, (float)GhoulDPS / DPSPoints));
            dictValues.Add("Bloodworms", string.Format("{0:N2}*{1:P}", BloodwormsDPS, (float)BloodwormsDPS / DPSPoints));
            dictValues.Add("Other", string.Format("{0:N2}*{1:P}", OtherDPS, (float)OtherDPS / DPSPoints));
            dictValues.Add("Total DPS", DPSPoints.ToString("N2"));


            return(dictValues);
        }
Beispiel #18
0
        public override Stats GetCharacterStats(Character character, Item additionalItem)
        {
            PriestTalents talents = character.PriestTalents;

            Stats statsTotal = new Stats();

            Stats baseStats = BaseStats.GetBaseStats(character.Level, character.Class, character.Race);
            Stats itemStats = GetItemStats(character, additionalItem);
            Stats buffStats = GetBuffsStats(character, _calculationOptions);

            // Get the gear/enchants/buffs stats loaded in
            statsTotal.Accumulate(baseStats);
            statsTotal.Accumulate(itemStats);
            statsTotal.Accumulate(buffStats);

            Stats statsTalents = new Stats()
            {
                // we can only wear items that are cloth so we always have our specialization, even naked.
                BonusIntellectMultiplier = 0.05f,

                BonusShadowDamageMultiplier = (1 + 0.02f * talents.TwinDisciplines) *
                                              (1 + 0.02f * talents.TwistedFaith) *
                                              (1 + 0.15f * talents.Shadowform) - 1,

                BonusHolyDamageMultiplier = (1 + 0.02f * talents.TwinDisciplines) - 1,

                // this is the shadow priest model so they must have 'Shadow Power'
                BonusSpellPowerMultiplier = .15f,
            };

            statsTotal.Accumulate(statsTalents);

            statsTotal.Stamina    = (float)Math.Floor(statsTotal.Stamina * (1 + statsTotal.BonusStaminaMultiplier));
            statsTotal.Intellect += (float)Math.Floor(itemStats.Intellect * statsTotal.BonusIntellectMultiplier);
            statsTotal.Spirit     = (float)Math.Round(statsTotal.Spirit * (1 + statsTotal.BonusSpiritMultiplier));

            statsTotal.Health += (float)Math.Floor(StatConversion.GetHealthFromStamina(statsTotal.Stamina) * (1f + statsTotal.BonusHealthMultiplier));

            statsTotal.Mana = (float)Math.Round(statsTotal.Mana + StatConversion.GetManaFromIntellect(statsTotal.Intellect));
            statsTotal.Mana = (float)Math.Round(statsTotal.Mana * (1f + statsTotal.BonusManaMultiplier));

            statsTotal.SpellPower += statsTotal.Intellect - 10;

            float hasteFromRating = StatConversion.GetSpellHasteFromRating(statsTotal.HasteRating);
            float talentedHaste   = (1 + hasteFromRating) * (1 + talents.Darkness * .01f) - 1;

            statsTotal.SpellHaste += character.Race == CharacterRace.Goblin ? talentedHaste * 1.01f : talentedHaste;

            float baseBonus = (float)Math.Floor(baseStats.Spirit * statsTotal.BonusSpiritMultiplier);
            float itemBonus = (float)Math.Floor(itemStats.Spirit * statsTotal.BonusSpiritMultiplier);
            float spiritFromItemsAndEffects = baseBonus + itemBonus + itemStats.Spirit;
            float hitRatingFromSpirit       = (0.5f * talents.TwistedFaith) * Math.Max(0f, spiritFromItemsAndEffects);

            statsTotal.HitRating += hitRatingFromSpirit;
            statsTotal.SpellHit  += StatConversion.GetSpellHitFromRating(statsTotal.HitRating);

            // ignoring the base crit percentage here as the in-game tooltip says that the int -> crit conversion contains the base.
            float critFromInt    = StatConversion.GetSpellCritFromIntellect(statsTotal.Intellect) + 0.012375f;
            float critFromRating = StatConversion.GetSpellCritFromRating(statsTotal.CritRating);

            statsTotal.SpellCrit = character.Race == CharacterRace.Worgen ? (critFromInt + critFromRating) + .01f : (critFromInt + critFromRating);

            // Armor
            statsTotal.Armor      = statsTotal.Armor * (1f + statsTotal.BaseArmorMultiplier);
            statsTotal.BonusArmor = statsTotal.BonusArmor * (1f + statsTotal.BonusArmorMultiplier);
            statsTotal.Armor     += statsTotal.BonusArmor;
            statsTotal.Armor      = (float)Math.Round(statsTotal.Armor);

            return(statsTotal);
        }
Beispiel #19
0
        protected override void Calculate()
        {
            float tableSize = 0f;

            // Miss
            if (useSpellHit)
            {
                Miss = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.GetSpellMiss(-LevelDelta, false) - StatS.SpellHit - StatConversion.GetSpellHitFromRating(StatS.HitRating)));
            }
            else
            {
                Miss = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.YELLOW_MISS_CHANCE_CAP[LevelDelta] - StatS.PhysicalHit - StatConversion.GetSpellHitFromRating(StatS.HitRating)));
            }
            tableSize += Miss;
            // Dodge
            if (!useSpellHit)
            {
                Dodge = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.YELLOW_DODGE_CHANCE_CAP[LevelDelta]
                                                          - StatConversion.GetDodgeParryReducFromExpertise(
                                                              StatConversion.GetExpertiseFromRating(StatS.ExpertiseRating, Char.Class), Char.Class))
                                 );
                tableSize += Dodge;
            }
            else
            {
                Dodge = 0f;
            }
            // Parry
            if (!useSpellHit)
            {
                Parry = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.YELLOW_PARRY_CHANCE_CAP[LevelDelta]
                                                          - StatConversion.GetDodgeParryReducFromExpertise(
                                                              StatConversion.GetExpertiseFromRating(StatS.ExpertiseRating, Char.Class), Char.Class))
                                 );
                tableSize += Parry;
            }
            else
            {
                Parry = 0f;
            }
            // Block
            //if (isWhite || Abil.CanBeBlocked) {
            //Block = Math.Min(1f - tableSize, isMH ?  combatFactors._c_mhblock : combatFactors._c_ohblock);
            //tableSize += Block;
            //} else { Block = 0f; }
            // Glancing Blow
            //if (isWhite) {
            //Glance = Math.Min(1f - tableSize, combatFactors._c_glance);
            //tableSize += Glance;
            //} else { Glance = 0f; }
            // Critical Hit
            Crit = 0;

            /*if (isWhite) {
             *  float critValueToUse = (isMH ? combatFactors._c_mhwcrit : combatFactors._c_ohwcrit);
             *  foreach (WeightedStat ws in combatFactors.critProcs)
             *  {
             *      float modCritChance = Math.Min(1f - tableSize, critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class))
             + StatConversion.NPC_LEVEL_CRIT_MOD[calcOpts.TargetLevel - Char.Level];
             +      Crit += ws.Chance * modCritChance;
             +  }
             +  tableSize += Crit;
             + } else if (Abil.CanCrit) {*/
            float critValueToUse = StatConversion.NPC_LEVEL_CRIT_MOD[LevelDelta]
                                   + (useSpellHit ? StatS.SpellCrit : StatS.PhysicalCrit);

            foreach (WeightedStat ws in critProcs)
            {
                float modCritChance = Math.Min(1f - tableSize, (critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class)) * (1f - Dodge - Miss));
                Crit += ws.Chance * modCritChance;
            }
            if (Crit < 0)
            {
                Crit = 0f;
            }
            tableSize += Crit;
            //}
            // Normal Hit
            Hit = Math.Max(0f, 1f - tableSize);
            base.Calculate();
        }
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> retVal = new Dictionary <string, string>();

            retVal.Add("Health", baseStats.Health.ToString());
            retVal.Add("Mana", baseStats.Mana.ToString());
            retVal.Add("Armor", baseStats.Armor.ToString());
            retVal.Add("Agility", baseStats.Agility.ToString());
            retVal.Add("Stamina", baseStats.Stamina.ToString());
            retVal.Add("Intellect", baseStats.Intellect.ToString());
            retVal.Add("Spirit", baseStats.Spirit.ToString());
            retVal.Add("Spell Power", SpellPower.ToString());
            retVal.Add("Spell Hit", String.Format("{0:F}%*{1} Hit Rating, {2:F}% Hit From Gear, {3} Rating To Cap",
                                                  100 * SpellHit,
                                                  baseStats.HitRating,
                                                  100 * StatConversion.GetSpellHitFromRating(baseStats.HitRating),
                                                  StatConversion.GetRatingFromHit(Math.Max(0, 0.17f - SpellHit))));
            retVal.Add("Spell Crit", String.Format("{0:F}%*{1} Crit Rating, {2:F}% Crit From Gear, {3:F}% Crit From Intellect",
                                                   100 * SpellCrit,
                                                   baseStats.CritRating,
                                                   100 * StatConversion.GetSpellCritFromRating(baseStats.CritRating),
                                                   100 * StatConversion.GetSpellCritFromIntellect(baseStats.Intellect)));
            retVal.Add("Spell Haste", String.Format("{0:F}%*{1} Haste Rating, {2:F}% Haste From Gear",
                                                    100 * SpellHaste,
                                                    baseStats.HasteRating,
                                                    100 * StatConversion.GetSpellHasteFromRating(baseStats.HasteRating)));
            retVal.Add("MP5 Not Casting", String.Format("{0:F0}", ManaRegen * 5.0f));
            retVal.Add("MP5 While Casting", String.Format("{0:F0}", ManaRegen5SR * 5.0f));
            retVal.Add("Total Score", String.Format("{0:F2}", SubPoints[0] + SubPoints[1]));
            retVal.Add("Selected Rotation", SelectedRotation.Name);
            retVal.Add("Selected DPS", String.Format("{0:F2}", SelectedRotation.RotationData.DPS));
            retVal.Add("Selected Time To OOM", String.Format(SelectedRotation.RotationData.TimeToOOM > new TimeSpan(0, 0, 0) ? "{0} m {1} s" : "Not during fight", SelectedRotation.RotationData.TimeToOOM.Minutes, SelectedRotation.RotationData.TimeToOOM.Seconds));
            retVal.Add("Selected Cycle Length", String.Format("{0:F1} s", SelectedRotation.Duration));

            StringBuilder sb             = new StringBuilder("*");
            float         rotationDamage = SelectedRotation.RotationData.DPS * SelectedRotation.Duration;

            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfire", 100 * SelectedRotation.StarfireAvgHit * SelectedRotation.StarfireCount / rotationDamage,
                                        SelectedRotation.StarfireAvgHit * SelectedRotation.StarfireCount,
                                        SelectedRotation.StarfireCount));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Moonfire", 100 * (SelectedRotation.MoonfireAvgHit) * SelectedRotation.MoonfireCasts / rotationDamage,
                                        (SelectedRotation.MoonfireAvgHit) * SelectedRotation.MoonfireCasts,
                                        SelectedRotation.MoonfireCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Insect Swarm", 100 * SelectedRotation.InsectSwarmAvgHit * SelectedRotation.InsectSwarmCasts / rotationDamage,
                                        SelectedRotation.InsectSwarmAvgHit * (SelectedRotation.InsectSwarmCasts),
                                        SelectedRotation.InsectSwarmCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wrath", 100 * SelectedRotation.WrathAvgHit * SelectedRotation.WrathCount / rotationDamage,
                                        SelectedRotation.WrathAvgHit * SelectedRotation.WrathCount,
                                        SelectedRotation.WrathCount));

            retVal.Add("Selected Spell Breakdown", sb.ToString());
            retVal.Add("Burst Rotation", BurstDPSRotation.Name);
            retVal.Add("Burst DPS", String.Format("{0:F2}", BurstDPSRotation.RotationData.BurstDPS));
            retVal.Add("Burst Time To OOM", String.Format(BurstDPSRotation.RotationData.TimeToOOM > new TimeSpan(0, 0, 0) ? "{0} m {1} s" : "Not during fight", BurstDPSRotation.RotationData.TimeToOOM.Minutes, BurstDPSRotation.RotationData.TimeToOOM.Seconds));
            retVal.Add("Burst Cycle Length", String.Format("{0:F1} s", BurstDPSRotation.Duration));

            sb             = new StringBuilder("*");
            rotationDamage = BurstDPSRotation.RotationData.DPS * BurstDPSRotation.Duration;
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfire", 100 * BurstDPSRotation.StarfireAvgHit * BurstDPSRotation.StarfireCount / rotationDamage,
                                        BurstDPSRotation.StarfireAvgHit * BurstDPSRotation.StarfireCount,
                                        BurstDPSRotation.StarfireCount));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Moonfire", 100 * BurstDPSRotation.MoonfireAvgHit * SelectedRotation.MoonfireCasts / rotationDamage,
                                        (BurstDPSRotation.MoonfireAvgHit) * BurstDPSRotation.MoonfireCasts,
                                        BurstDPSRotation.MoonfireCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Insect Swarm", 100 * BurstDPSRotation.InsectSwarmAvgHit * BurstDPSRotation.InsectSwarmCasts / rotationDamage,
                                        BurstDPSRotation.InsectSwarmAvgHit * BurstDPSRotation.InsectSwarmCasts,
                                        BurstDPSRotation.InsectSwarmCasts));
            sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wrath", 100 * BurstDPSRotation.WrathAvgHit * BurstDPSRotation.WrathCount / rotationDamage,
                                        BurstDPSRotation.WrathAvgHit * BurstDPSRotation.WrathCount,
                                        BurstDPSRotation.WrathCount));

            retVal.Add("Burst Spell Breakdown", sb.ToString());
            retVal.Add("Starfire", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} s w/NG\n{3:F2}% max non-Eclipse\n{4:F2}% max Eclipse\n{5:F2} avg hit\n{6:F0} avg mana",
                                                 SelectedRotation.StarfireAvgHit / (SelectedRotation.StarfireAvgCast > 0 ? SelectedRotation.StarfireAvgCast : 1f),
                                                 SelectedRotation.StarfireAvgCast,
                                                 SelectedRotation.StarfireNGCastTime,
                                                 100 * SelectedRotation.StarfireNonEclipseCrit,
                                                 100 * SelectedRotation.StarfireEclipseCrit,
                                                 SelectedRotation.StarfireAvgHit,
                                                 SelectedRotation.StarfireManaCost));
            retVal.Add("Wrath", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} s w/NG\n{3:F2} avg hit\n{4:F0} avg mana",
                                              SelectedRotation.WrathAvgHit / (SelectedRotation.WrathAvgCast > 0 ? SelectedRotation.WrathAvgCast : 1f),
                                              SelectedRotation.WrathAvgCast,
                                              SelectedRotation.WrathNGCastTime,
                                              SelectedRotation.WrathAvgHit,
                                              SelectedRotation.WrathManaCost));
            retVal.Add("Moonfire", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} avg hit\n{3:F0} avg mana",
                                                 SelectedRotation.MoonfireAvgHit / (SelectedRotation.MoonfireDuration > 0 ? SelectedRotation.MoonfireDuration : 1f),
                                                 SelectedRotation.MoonfireCastTime,
                                                 (SelectedRotation.MoonfireAvgHit),
                                                 SelectedRotation.MoonfireManaCost));
            retVal.Add("Insect Swarm", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} avg hit\n{3:F0} avg mana",
                                                     SelectedRotation.InsectSwarmAvgHit / (SelectedRotation.InsectSwarmDuration > 0 ? SelectedRotation.InsectSwarmDuration : 1f),
                                                     SelectedRotation.InsectSwarmCastTime,
                                                     SelectedRotation.InsectSwarmAvgHit,
                                                     SelectedRotation.InsectSwarmManaCost));
            retVal.Add("Starfall", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per star\n{3:F0} avg mana",
                                                 SelectedRotation.StarfallDamage / 10.0f,
                                                 SelectedRotation.StarfallDamage,
                                                 SelectedRotation.StarfallDamage / (SelectedRotation.StarfallStars > 0 ? SelectedRotation.StarfallStars : 1f),
                                                 StarfallMana));
            retVal.Add("Treants", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per tree",
                                                TreantDamage / 30.0f, TreantDamage, TreantDamage / 3.0f));

            return(retVal);
        }
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> dictValues = new Dictionary <string, string>();

            dictValues.Add("DPS Points", DPS.ToString("F2", CultureInfo.InvariantCulture));
            dictValues.Add("Survivability Points", Survivability.ToString("F2", CultureInfo.InvariantCulture));
            dictValues.Add("Overall Points", OverallPoints.ToString("F2", CultureInfo.InvariantCulture));

            dictValues.Add("Health", BasicStats.Health.ToString("F0", CultureInfo.InvariantCulture));
            dictValues.Add("Mana", BasicStats.Mana.ToString("F0", CultureInfo.InvariantCulture));
            dictValues.Add("Strength", String.Format("{0}*Increases Attack Power by {1}",
                                                     BasicStats.Strength.ToString("F0", CultureInfo.InvariantCulture),
                                                     (BasicStats.Strength - 10f).ToString("F0", CultureInfo.InvariantCulture)));
            dictValues.Add("Agility", String.Format("{0}*Increases Attack Power by {1}\r\nIncreases Critical Hit chance by {2}%",
                                                    BasicStats.Agility.ToString("F0", CultureInfo.InvariantCulture),
                                                    ((BasicStats.Agility * 2f) - 20f).ToString("F0", CultureInfo.InvariantCulture),
                                                    (StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Stamina", String.Format("{0}*Increase Health by {1}",
                                                    BasicStats.Stamina.ToString("F0", CultureInfo.InvariantCulture),
                                                    (StatConversion.GetHealthFromStamina(BasicStats.Stamina)).ToString("F0", CultureInfo.InvariantCulture)));
            dictValues.Add("Intellect", String.Format("{0}*Increases Mana by {1}\r\nIncreases Spell Power by {2}\r\nIncreases Spell Critical Hit chance by {3}%",
                                                      BasicStats.Intellect.ToString("F0", CultureInfo.InvariantCulture),
                                                      (StatConversion.GetManaFromIntellect(BasicStats.Intellect)).ToString("F0", CultureInfo.InvariantCulture),
                                                      (BasicStats.Intellect - 10f).ToString("F0", CultureInfo.InvariantCulture),
                                                      (StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Spirit", String.Format("{0}*Increases mana regeneration by {1} every 5 seconds while not casting",
                                                   BasicStats.Spirit.ToString("F0", CultureInfo.InvariantCulture),
                                                   (StatConversion.GetSpiritRegenSec(BasicStats.Spirit, BasicStats.Intellect) * 5f).ToString("F0", CultureInfo.InvariantCulture)));
            dictValues.Add("Mastery", String.Format("{0}*Mastery rating of {1} adds {2} Mastery\r\nIncreases all Fire, Frost, and Nature Damage by {3}%.",
                                                    (8f + StatConversion.GetMasteryFromRating(BasicStats.MasteryRating)).ToString("F2", CultureInfo.InvariantCulture),
                                                    BasicStats.MasteryRating.ToString("F0", CultureInfo.InvariantCulture),
                                                    (StatConversion.GetMasteryFromRating(BasicStats.MasteryRating)).ToString("F2", CultureInfo.InvariantCulture),
                                                    ((8f + StatConversion.GetMasteryFromRating(BasicStats.MasteryRating)) * 2.5f).ToString("F2", CultureInfo.InvariantCulture)));

            //dictValues.Add("Damage"
            //dictValues.Add("DPS"
            dictValues.Add("Attack Power", BasicStats.AttackPower.ToString("F0", CultureInfo.InvariantCulture));
            //dictValues.Add("Speed"
            dictValues.Add("Melee Haste", String.Format("{0}%*Haste Rating of {1} adds {2}% Haste",
                                                        (StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture),
                                                        BasicStats.HasteRating.ToString("F0", CultureInfo.InvariantCulture),
                                                        (StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Melee Hit", String.Format("{0}%*Hit Rating of {1} adds {2}% Hit chance\r\n{3}% Draenei Hit Bonus",
                                                      (StatConversion.GetHitFromRating(BasicStats.HitRating) * 100f + DraeneiHitBonus * 100f).ToString("F2", CultureInfo.InvariantCulture),
                                                      BasicStats.HitRating.ToString("F0", CultureInfo.InvariantCulture),
                                                      (StatConversion.GetHitFromRating(BasicStats.HitRating) * 100f).ToString("F2", CultureInfo.InvariantCulture),
                                                      DraeneiHitBonus * 100f));
            dictValues.Add("Melee Crit", String.Format("{0}%*Crit Rating of {1} adds {2}% Crit chance",
                                                       ((StatConversion.GetCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f) + (StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.Shaman) * 100f)).ToString("F2", CultureInfo.InvariantCulture),
                                                       BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture),
                                                       (StatConversion.GetCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Expertise", getExpertiseString());// String.Format("{0} / {1}*Reduces chance to be dodged or parried by {2}% / {3}%\r\nExpertise Rating of {4} adds {5} Expertise",

            dictValues.Add("Spell Power", BasicStats.SpellPower.ToString("F0", CultureInfo.InvariantCulture));
            dictValues.Add("Spell Haste", String.Format("{0}%*Haste Rating of {1} adds {2}% Haste",
                                                        (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture),
                                                        BasicStats.HasteRating.ToString("F0", CultureInfo.InvariantCulture),
                                                        (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Spell Hit", String.Format("{0}%*Hit Rating of {1} adds {2}% Hit chance\r\n{3}% Draenei Hit Bonus",
                                                      (StatConversion.GetSpellHitFromRating(BasicStats.HitRating + ElemPrecMod) * 100f + DraeneiHitBonus * 100f).ToString("F2", CultureInfo.InvariantCulture),
                                                      (BasicStats.HitRating + ElemPrecMod).ToString("F0", CultureInfo.InvariantCulture),
                                                      (StatConversion.GetSpellHitFromRating(BasicStats.HitRating + ElemPrecMod) * 100f).ToString("F2", CultureInfo.InvariantCulture),
                                                      DraeneiHitBonus * 100f));
            dictValues.Add("Spell Crit", String.Format("{0}%*Crit Rating of {1} adds {2}% Crit chance",
                                                       ((StatConversion.GetSpellCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f) + (StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect, CharacterClass.Shaman) * 100f)).ToString("F2", CultureInfo.InvariantCulture),
                                                       BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture),
                                                       (StatConversion.GetSpellCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Combat Regen", String.Format("{0}*{0} mana regenerated every 5 seconds while in combat",
                                                         BaseRegen.ToString("F0", CultureInfo.InvariantCulture)));

            //dictValues.Add("Avg Agility", _attackPower.ToString("F0", CultureInfo.InvariantCulture));
            //dictValues.Add("Avg Intellect"
            //dictValues.Add("Avg Mastery"
            //dictValues.Add("Avg Attack Power"
            dictValues.Add("Avg Speed", String.Format("{0} / {1}", AvMHSpeed.ToString("F2", CultureInfo.InvariantCulture), AvOHSpeed.ToString("F2", CultureInfo.InvariantCulture)));
            //dictValues.Add("Avg Melee Haste"
            //dictValues.Add("Avg Melee Hit"
            //dictValues.Add("Avg Melee Crit"
            //dictValues.Add("Avg Expertise"
            //dictValues.Add("Avg Spell Power"
            //dictValues.Add("Avg Spell Haste"
            //dictValues.Add("Avg Spell Hit"
            //dictValues.Add("Avg Spell Crit"
            dictValues.Add("Avg Combat Regen", ManaRegen.ToString("F0", CultureInfo.InvariantCulture));

            /*dictValues.Add("White Hit", WhiteHit.ToString("F2", CultureInfo.InvariantCulture) + "%");
             * if (YellowHit < 100f && TotalExpertiseMH < 26)
             * {
             *  float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit));
             *  dictValues.Add("Yellow Hit", String.Format("{0}% (Under Cap)*You need {1} more expertise to cap specials (WF,SS)",
             *      YellowHit.ToString("F2", CultureInfo.InvariantCulture),
             *      ratingRequired.ToString("F0", CultureInfo.InvariantCulture)));
             * }
             * else
             * {
             *  if (ParriedAttacks > 0)
             *  {
             *      float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit));
             *      dictValues.Add("Yellow Hit", String.Format("{0}%*Being in front of boss allows your attacks to be parried\r\nYou would need {1} more expertise to cap specials (WF,SS)",
             *         YellowHit.ToString("F2", CultureInfo.InvariantCulture),
             *         ratingRequired.ToString("F0", CultureInfo.InvariantCulture)));
             *  }
             *  else
             *      dictValues.Add("Yellow Hit", YellowHit.ToString("F2", CultureInfo.InvariantCulture) + "%");
             * }
             * if (OverSpellHitCap > 0.38f) // only warn if more than .38% over cap (equivalent to 10 hit rating)
             *  dictValues.Add("Spell Hit", String.Format("{0}% (Over Cap)*Over Spell Hit Cap by {1}%",
             *      SpellHit.ToString("F2", CultureInfo.InvariantCulture),
             *      OverSpellHitCap.ToString("F2", CultureInfo.InvariantCulture)));
             * else
             * {
             *  if (SpellHit < 100f)
             *  {
             *      float ratingRequired = (float)Math.Ceiling(StatConversion.GetRatingFromSpellHit(1f - SpellHit/100f));
             *      dictValues.Add("Spell Hit", String.Format("{0}% (Under Cap)*You need {1} more hit rating to cap spells (ES, LB etc)",
             *          SpellHit.ToString("F2", CultureInfo.InvariantCulture),
             *          ratingRequired.ToString("F0", CultureInfo.InvariantCulture)));
             *  }
             *  else
             *      dictValues.Add("Spell Hit", SpellHit.ToString("F2", CultureInfo.InvariantCulture) + "%");
             * }*/
            /*if (OverMeleeCritCap > 0.21f) // only warn if more than .21% over cap (equivalent to 10 crit rating)
             *  dictValues.Add("Melee Crit", String.Format("{0} (Over Cap)*Crit Rating {1} (+{2}% crit chance)\r\nOver Soft Cap by {3}%",
             *      MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%",
             *      BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture),
             *      (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture),
             *      OverMeleeCritCap.ToString("F2", CultureInfo.InvariantCulture)));
             * else
             *  dictValues.Add("Melee Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)",
             *      MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%",
             *      BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture),
             *      (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture)));
             *
             * dictValues.Add("Spell Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)",
             *  SpellCrit.ToString("F2", CultureInfo.InvariantCulture) + "%",
             *  BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture),
             *  (StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture)));*/

            float spellMiss = 100 - SpellHit;

            dictValues.Add("Avoided Attacks", String.Format("{0}%*{1}% Boss Dodged\r\n{2}% Boss Parried\r\n{3}% Spell Misses\r\n{4}% White Misses",
                                                            AvoidedAttacks.ToString("F2", CultureInfo.InvariantCulture),
                                                            DodgedAttacks.ToString("F2", CultureInfo.InvariantCulture),
                                                            ParriedAttacks.ToString("F2", CultureInfo.InvariantCulture),
                                                            spellMiss.ToString("F2", CultureInfo.InvariantCulture),
                                                            MissedAttacks.ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Armor Mitigation", ArmorMitigation.ToString("F2", CultureInfo.InvariantCulture) + "%*Amount of physical damage lost due to boss armor");

            dictValues.Add("ED Uptime", String.Format("{0}%*{1}% ED Bonus Crit",
                                                      EDUptime.ToString("F2", CultureInfo.InvariantCulture),
                                                      EDBonusCrit.ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("Flurry Uptime", FlurryUptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Avg Time to 5 Stack", String.Format("{0} sec*{1} PPM",
                                                                SecondsTo5Stack.ToString("F2", CultureInfo.InvariantCulture),
                                                                _MWPPM.ToString("F2", CultureInfo.InvariantCulture)));
            dictValues.Add("MH Enchant Uptime", MHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("OH Enchant Uptime", OHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Trinket 1 Uptime", Trinket1Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Trinket 2 Uptime", Trinket2Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%");
            dictValues.Add("Fire Totem Uptime", FireTotemUptime.ToString("F2", CultureInfo.InvariantCulture) + "%");

            dictValues.Add("White Damage", dpsOutputFormat(SwingDamage, DPS, true));
            dictValues.Add("Windfury Attack", dpsOutputFormat(WindfuryAttack, DPS, true));
            dictValues.Add("Flametongue Attack", dpsOutputFormat(FlameTongueAttack, DPS, true));
            dictValues.Add("Stormstrike", dpsOutputFormat(Stormstrike, DPS, true));
            dictValues.Add("Lava Lash", dpsOutputFormat(LavaLash, DPS, true));
            dictValues.Add("Searing/Magma Totem", dpsOutputFormat(SearingMagma, DPS, false));
            dictValues.Add("Earth Shock", dpsOutputFormat(EarthShock, DPS, false));
            dictValues.Add("Flame Shock", dpsOutputFormat(FlameShock, DPS, false));
            dictValues.Add("Lightning Bolt", dpsOutputFormat(LightningBolt, DPS, false));
            dictValues.Add("Unleash Wind", dpsOutputFormat(UnleashWind, DPS, true));
            dictValues.Add("Unleash Flame", dpsOutputFormat(UnleashFlame, DPS, false));
            dictValues.Add("Lightning Shield", dpsOutputFormat(LightningShield, DPS, false));
            dictValues.Add("Chain Lightning", dpsOutputFormat(ChainLightning, DPS, false));
            dictValues.Add("Fire Nova", dpsOutputFormat(FireNova, DPS, false));
            dictValues.Add("Fire Elemental", FireElemental.getDPSOutput());
            dictValues.Add("Spirit Wolf", dpsOutputFormat(SpiritWolf, DPS, true));
            dictValues.Add("Other", dpsOutputFormat(Other, DPS, false));
            dictValues.Add("Total DPS", DPS.ToString("F2", CultureInfo.InvariantCulture));

            /*dictValues.Add("Status", String.Format("Enhance Model : DPS Points {0}, Survivability Points {1}, Overall Points {2}",
             *  DPS.ToString("F2", CultureInfo.InvariantCulture),
             *  Survivability.ToString("F2", CultureInfo.InvariantCulture),
             *  OverallPoints.ToString("F2", CultureInfo.InvariantCulture)));*/

            return(dictValues);
        }
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string>    dictValues = new Dictionary <string, string>();
            CalculationOptionsShadowPriest calcOpts   = character.CalculationOptions as CalculationOptionsShadowPriest;
            BossOptions BossOpts  = character.BossOptions;
            Stats       baseStats = BaseStats.GetBaseStats(character.Level, character.Class, character.Race);
            bool        Ptr       = calcOpts.PTR;

            dictValues.Add("Health", BasicStats.Health.ToString());
            float ResilienceCap = 0.15f, ResilienceFromRating = StatConversion.GetCritReductionFromResilience(1);
            float Resilience = StatConversion.GetCritReductionFromResilience(BasicStats.Resilience);

            dictValues.Add("Resilience", string.Format("{0}*-{1}% Damage from DoT and Mana Drains\n\r-{1}% Chance to be crit\r\n-{2}% Damage from Crits.\r\n{3}",
                                                       BasicStats.Resilience.ToString(),
                                                       (Resilience * 100f).ToString("0.00"),
                                                       (Resilience * 100f * 2.2f).ToString("0.00"),
                                                       (Resilience > ResilienceCap) ? (string.Format("{0} rating above cap", ((float)Math.Floor((Resilience - ResilienceCap) / ResilienceFromRating)).ToString("0"))) : (string.Format("{0} rating below cap", ((float)Math.Ceiling((ResilienceCap - Resilience) / ResilienceFromRating)).ToString("0")))));
            dictValues.Add("Stamina", BasicStats.Stamina.ToString());
            dictValues.Add("Mana", BasicStats.Mana.ToString());
            dictValues.Add("Intellect", BasicStats.Intellect.ToString());
            dictValues.Add("Spirit", Math.Floor(BasicStats.Spirit).ToString("0"));
            dictValues.Add("Spell Power", String.Format("{0}*{1} Bonus Shadow\r\n{2} Bonus Holy\r\n{3} from Inner Fire",
                                                        Math.Floor(BasicStats.SpellPower),
                                                        Math.Floor(BasicStats.SpellPower + BasicStats.SpellShadowDamageRating),
                                                        Math.Floor(BasicStats.SpellPower /*+ BasicStats.SpellHolyDamageRating*/),
                                                        BasicStats.PriestInnerFire * CalculationsShadowPriest.GetInnerFireSpellPowerBonus(character)));
            dictValues.Add("Regen", String.Format("{0}*MP5: {1}\r\nOutFSR: {2}", RegenInFSR.ToString("0"), BasicStats.Mp5.ToString(), RegenOutFSR.ToString("0")));

            dictValues.Add("Crit", string.Format("{0}%*{1}% from {2} Spell Crit rating\r\n{3}% from Intellect\r\n{4}% from Focused Will\r\n{5}% from Base Crit\r\n{6}% from Buffs\r\n{7}% on Mind Blast, Mind Flay and Mind Sear.\r\n{8}% on VT, SW:P and DP\r\n{9}% on Smite, Holy Fire and Penance.",
                                                 (BasicStats.SpellCrit * 100f).ToString("0.00"),
                                                 (StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f).ToString("0.00"),
                                                 BasicStats.CritRating.ToString("0"),
                                                 (StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect) * 100f).ToString("0.00"),
                                                 character.PriestTalents.FocusedWill,
                                                 (baseStats.SpellCrit * 100f).ToString("0.00"),
                                                 (BasicStats.SpellCrit * 100f - StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f - StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect) * 100f - baseStats.SpellCrit * 100f - character.PriestTalents.FocusedWill).ToString("0.00"),
                                                 (BasicStats.SpellCrit * 100f + character.PriestTalents.MindMelt * 2f).ToString("0.00"),
                                                 (BasicStats.SpellCrit * 100f + character.PriestTalents.MindMelt * 3f).ToString("0.00"),
                                                 (BasicStats.SpellCrit * 100f + character.PriestTalents.HolySpecialization * 1f).ToString("0.00")));

#if RAWR3 || SILVERLIGHT
            float Hit = 100 - (StatConversion.GetSpellMiss(character.Level - BossOpts.Level, false) * 100);
#else
            float Hit = 100 - (StatConversion.GetSpellMiss(-calcOpts.TargetLevel, false) * 100);
#endif
            float  BonusHit   = BasicStats.SpellHit * 100f;
            float  RacialHit  = 0;
            string RacialText = "";
            if (character.Race == CharacterRace.Draenei)
            {
                RacialHit  = 1;
                RacialText = "1% from Draenei Racial\r\n";
                if (!character.ActiveBuffsContains("Heroic Presence"))
                {
                    BonusHit += 1;
                }
            }
            float DebuffHit = character.PriestTalents.Misery * 1f;
            if (character.ActiveBuffsConflictingBuffContains("Spell Hit Chance Taken"))
            {
                DebuffHit = 3f;
            }
            else
            {
                BonusHit += DebuffHit;
            }

            float RHitRating     = 0.01f / StatConversion.GetSpellHitFromRating(1);
            float ShadowFocusHit = character.PriestTalents.ShadowFocus * 1f;
            float HitShadow      = Hit + BonusHit + ShadowFocusHit;
            float HitHoly        = Hit + BonusHit;
            dictValues.Add("Hit", string.Format("{0}%*{1}% from {2} Hit Rating\r\n{3}% from Buffs\r\n{4}% from {5} points in Misery\r\n{6}% from {7} points in Shadow Focus\r\n{8}{9}% Hit with Shadow spells, {10}\r\n{11}% Hit with Holy spells, {12}",
                                                BonusHit.ToString("0.00"),
                                                (StatConversion.GetSpellHitFromRating(BasicStats.HitRating) * 100f).ToString("0.00"), BasicStats.HitRating,
                                                (BonusHit - StatConversion.GetSpellHitFromRating(BasicStats.HitRating) * 100f - RacialHit - DebuffHit).ToString("0.00"),
                                                DebuffHit, character.PriestTalents.Misery,
                                                ShadowFocusHit, character.PriestTalents.ShadowFocus,
                                                RacialText,
                                                HitShadow.ToString("0.00"), (HitShadow > 100f) ? string.Format("{0} hit rating above cap", Math.Floor((HitShadow - 100f) * RHitRating)) : string.Format("{0} hit rating below cap", Math.Ceiling((100f - HitShadow) * RHitRating)),
                                                HitHoly.ToString("0.00"), (HitHoly > 100f) ? string.Format("{0} hit rating above cap", Math.Floor((HitHoly - 100f) * RHitRating)) : string.Format("{0} hit rating below cap", Math.Ceiling((100f - HitHoly) * RHitRating))));

            dictValues.Add("Haste", string.Format("{0}%*{1}% from {2} Haste rating\r\n{3}% ({6}) points in Enlightenment\r\n{4}% from Buffs\r\n{5}s Global Cooldown",
                                                  (BasicStats.SpellHaste * 100f).ToString("0.00"), (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating) * 100f).ToString("0.00"), BasicStats.HasteRating.ToString(), (character.PriestTalents.Enlightenment * 2).ToString("0"), (((1f + BasicStats.SpellHaste) / (1f + StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating)) / (1f + character.PriestTalents.Enlightenment * 0.02f) - 1f) * 100f).ToString("0.00"), Math.Max(1.0f, 1.5f / (1 + BasicStats.SpellHaste)).ToString("0.00"), character.PriestTalents.Enlightenment));
            dictValues.Add("Armor", string.Format("{0}*{1}% Damage Reduction.",
                                                  (BasicStats.Armor + BasicStats.BonusArmor).ToString("0"),
                                                  (StatConversion.GetArmorDamageReduction(80, (BasicStats.Armor + BasicStats.BonusArmor), 0f, 0f, 0f) * 100f).ToString("0.00")));

            float[] Resistances =
            {
                0,
                BasicStats.ArcaneResistance + BasicStats.ArcaneResistanceBuff,
                BasicStats.FireResistance + BasicStats.FireResistanceBuff,
                BasicStats.FrostResistance + BasicStats.FrostResistanceBuff,
                BasicStats.NatureResistance + BasicStats.NatureResistanceBuff,
                BasicStats.ShadowResistance + BasicStats.ShadowResistanceBuff,
            };

            string[] ResistanceNames =
            {
                "None",
                "Arcane",
                "Fire",
                "Frost",
                "Nature",
                "Shadow",
            };

            string ResistanceString = "*Resistances:";

            float MaxResist      = Resistances[0];
            int   MaxResistIndex = 0;
            float AvgResist      = 0f;
            for (int x = 1; x < Resistances.Length; x++)
            {
                AvgResist += Resistances[x];
                if (Resistances[x] > MaxResist)
                {
                    MaxResist      = Resistances[x];
                    MaxResistIndex = x;
                }
                ResistanceString += string.Format("\r\n{0} : {1}", ResistanceNames[x], Resistances[x]);
            }
            AvgResist /= (Resistances.Length - 1);

            if (AvgResist == 0)
            {
                ResistanceString = "None" + ResistanceString;
            }
            else
            {
                string ResistanceName = (MaxResist == AvgResist) ? "All" : ResistanceNames[MaxResistIndex];
                ResistanceString  = string.Format("{0} : {1}", ResistanceName, MaxResist.ToString("0")) + ResistanceString;
                ResistanceString += string.Format("\r\n\r\nResist ({0}):", ResistanceName);
                ResistanceString += string.Format("\r\n{0}", StatConversion.GetResistanceTableString(character.Level + 3, character.Level, MaxResist, 0));
            }

            dictValues.Add("Resistance", ResistanceString);

            SolverBase solver = GetSolver(character, BasicStats);
            solver.Calculate(this);

            dictValues.Add("Rotation", string.Format("{0}*{1}", solver.Name, solver.Rotation));
            if (solver.SpellSimulation != null)
            {
                String s = "Spell Cast List:";
                int    i = 0;
                foreach (Spell spell in solver.SpellSimulation)
                {
                    if (i++ % 10 == 0)
                    {
                        s += "\r\n";
                    }
                    s += ", " + spell.Name;
                }
                s += "\r\n---Repeat---";
                dictValues.Add("Castlist", string.Format("{0}*{1}", solver.SpellSimulation.Count, s));
            }
            else
            {
                dictValues.Add("Castlist", "Empty");
            }
            dictValues.Add("DPS", string.Format("{0}*Damage Pr Second", solver.DPS.ToString("0")));
            //dictValues.Add("SustainDPS", string.Format("{0}*Mana restrained DPS", solver.SustainDPS.ToString("0")));

            float baseMana = BaseStats.GetBaseStats(character).Mana;

            dictValues.Add("SW Pain", new ShadowWordPain(BasicStats, character, baseMana, Ptr).ToString());
            DevouringPlague dp = new DevouringPlague(BasicStats, character, baseMana, Ptr);
            dictValues.Add("Devouring Plague", dp.ToString());
            if (dp.ImprovedDP != null)
            {
                dictValues.Add("Imp. Devouring Plague", dp.ImprovedDP.ToString());
            }
            else
            {
                dictValues.Add("Imp. Devouring Plague", "- *No required talents");
            }
            dictValues.Add("SW Death", new ShadowWordDeath(BasicStats, character, baseMana, Ptr).ToString());
            dictValues.Add("Mind Blast", new MindBlast(BasicStats, character, baseMana, Ptr).ToString());
            dictValues.Add("PW Shield", new PowerWordShield(BasicStats, character, baseMana, Ptr).ToString());

            if (character.PriestTalents.VampiricTouch > 0)
            {
                dictValues.Add("Vampiric Touch", new VampiricTouch(BasicStats, character, baseMana, Ptr).ToString());
            }
            else
            {
                dictValues.Add("Vampiric Touch", "- *No required talents");
            }

            if (character.PriestTalents.MindFlay > 0)
            {
                dictValues.Add("Mind Flay", new MindFlay(BasicStats, character, baseMana, Ptr).ToString());
            }
            else
            {
                dictValues.Add("Mind Flay", "- *No required talents");
            }

            dictValues.Add("Shadowfiend", new Shadowfiend(BasicStats, character, baseMana, Ptr).ToString());

            dictValues.Add("Smite", new Smite(BasicStats, character, baseMana, Ptr).ToString());
            dictValues.Add("Holy Fire", new HolyFire(BasicStats, character, baseMana, Ptr).ToString());
            if (character.PriestTalents.Penance > 0)
            {
                dictValues.Add("Penance", new Penance(BasicStats, character, baseMana, Ptr).ToString());
            }
            else
            {
                dictValues.Add("Penance", "- *No required talents");
            }

            return(dictValues);
        }