Beispiel #1
0
 public Priorities(CombatStats cs, CalculationOptionsEnhance calcOpts, Character character, Stats stats, ShamanTalents talents)
 {
     _cs         = cs;
     _calcOpts   = calcOpts;
     _character  = character;
     _stats      = stats;
     _talents    = talents;
     fightLength = _calcOpts.FightLength * 60f;
     _abilities  = SetupAbilities();
 }
 public StatsSpecialEffects(Character character, Stats stats, CalculationOptionsEnhance calcOpts, BossOptions bossOpts)
 {
     _character = character;
     _stats = stats;
     _cs = new CombatStats(_character, _stats, calcOpts, bossOpts);
     if (character.MainHandEnchant != null)
     { 
         Stats.SpecialEffectEnumerator mhEffects = character.MainHandEnchant.Stats.SpecialEffects();
         if (mhEffects.MoveNext()) { mainHandEnchant = mhEffects.Current; }
     }
     if (character.OffHandEnchant != null)
     {
         Stats.SpecialEffectEnumerator ohEffects = character.OffHandEnchant.Stats.SpecialEffects();
         if (ohEffects.MoveNext()) { offHandEnchant = ohEffects.Current; }
     }
 }
Beispiel #3
0
        public FireElemental(float ap, float sp, float intellect, CombatStats cs, float critbuffs,
                             float petMeleeMissRate, float petMeleeMultipliers, float petSpellMissRate, float petSpellMultipliers)
        {
            _ap = ap;
            _sp = sp;
            _cs = cs;
            _petMeleeMissRate    = petMeleeMissRate;
            _petMeleeMultipliers = petMeleeMultipliers;
            _petSpellMissRate    = petSpellMissRate;
            _petSpellMultipliers = petSpellMultipliers;

            meleeTotaldps  = 0f;
            novaTotaldps   = 0f;
            blastTotaldps  = 0f;
            shieldTotaldps = 0f;
            totaldps       = 0f;
            totalMana      = 4000 + 15 * (0.3f * intellect);
            CalculateUses();
            CalculateDamage();
        }
Beispiel #4
0
 public StatsSpecialEffects(Character character, Stats stats, CalculationOptionsEnhance calcOpts)
 {
     _character = character;
     _stats     = stats;
     _cs        = new CombatStats(_character, _stats, calcOpts);
     if (character.MainHandEnchant != null)
     {
         Stats.SpecialEffectEnumerator mhEffects = character.MainHandEnchant.Stats.SpecialEffects();
         if (mhEffects.MoveNext())
         {
             mainHandEnchant = mhEffects.Current;
         }
     }
     if (_character.ShamanTalents.DualWield == 1 && character.OffHandEnchant != null)
     {
         Stats.SpecialEffectEnumerator ohEffects = character.OffHandEnchant.Stats.SpecialEffects();
         if (ohEffects.MoveNext())
         {
             offHandEnchant = ohEffects.Current;
         }
     }
 }
Beispiel #5
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();
        }
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();
        }
        public override CharacterCalculationsBase GetCharacterCalculations(Character character, Item additionalItem, bool referenceCalculation, bool significantChange, bool needsDisplayCalculations)
        {
            // First things first, we need to ensure that we aren't using bad data
            CharacterCalculationsEnhance calc = new CharacterCalculationsEnhance();
            if (character == null) { return calc; }
            CalculationOptionsEnhance calcOpts = character.CalculationOptions as CalculationOptionsEnhance;
            if (calcOpts == null) { return calc; }
            BossOptions bossOpts = character.BossOptions;
            if (bossOpts == null) { bossOpts = new BossOptions(); }
            
            #region Applied Stats
            Stats stats = GetCharacterStats(character, additionalItem);
            //StatsEnhance stats = GetCharacterStats(character, additionalItem) as StatsEnhance;
            calc.BasicStats = stats;
            calc.BuffStats = GetBuffsStats(character.ActiveBuffs, character.SetBonusCount);
            Item noBuffs = RemoveAddedBuffs(calc.BuffStats);
            calc.EnhSimStats = GetCharacterStats(character, noBuffs);
            calc.TargetLevel = bossOpts.Level;
            calc.ActiveBuffs = new List<Buff>(character.ActiveBuffs);
            float initialAP = stats.AttackPower;

            // deal with Special Effects - for now add into stats regardless of effect later need to be more precise
            StatsSpecialEffects se = new StatsSpecialEffects(character, stats, calcOpts, bossOpts);
            stats.Accumulate(se.getSpecialEffects());
            //Set up some talent variables
            float concussionMultiplier = 1f + .02f * character.ShamanTalents.Concussion; //
            float shieldBonus = 1f + .05f * character.ShamanTalents.ImprovedShields; //
            float callofFlameBonus = 1f + .1f * character.ShamanTalents.CallOfFlame; //
            float mentalQuickness = .5f;  //AP -> SP conversion
            float windfuryWeaponBonus = 4430f;  //WFAP (Check)
            float windfuryDamageBonus = 1f; //
            switch (character.ShamanTalents.ElementalWeapons)
            {
                case 1: windfuryDamageBonus = 1.20f; break;
                case 2: windfuryDamageBonus = 1.40f; break;
            }
            float focusedStrikes = 1f; //
            switch (character.ShamanTalents.FocusedStrikes)
            {
                case 1: focusedStrikes = 1.15f; break;
                case 2: focusedStrikes = 1.30f; break;
                case 3: focusedStrikes = 1.45f; break;
            }
            float unleashedRage = 0f;
            switch (character.ShamanTalents.UnleashedRage)
            {
                case 1: unleashedRage = .05f; break;
                case 2: unleashedRage = .10f; break;
            }

            // Tier Bonuses
            int setCount;
            float enhance2T11 = 0f;
            character.SetBonusCount.TryGetValue("Battlegear of the Raging Elements", out setCount);
            if (setCount >= 2)
            {
                enhance2T11 = 0.1f;
            }
            float enhance2T12 = 0f;
            float enhance4T12 = 0f;
            character.SetBonusCount.TryGetValue("Volcanic Battlegear", out setCount);
            if (setCount >= 2)
            {
                enhance2T12 = 0.05f;
            }
            if (setCount >= 4)
            {
                if (calcOpts.PriorityInUse(EnhanceAbility.StormStrike))
                {
                    enhance4T12 = 0.06f;
                    //enhance4T12 = 0.16f;
                }
            }
            //
            float FTspellpower = (float)Math.Floor((float)(748f * (1 + character.ShamanTalents.ElementalWeapons * .2f)));
            if (calcOpts.MainhandImbue == "Flametongue")
                stats.SpellPower += FTspellpower;
            if (calcOpts.OffhandImbue == "Flametongue")
                stats.SpellPower += FTspellpower;

            float addedAttackPower = stats.AttackPower - initialAP;
            float MQSpellPower = mentalQuickness * addedAttackPower * (1 + stats.BonusAttackPowerMultiplier);
            // make sure to add in the spellpower from MQ gained from all the bonus AP added in this section
            stats.SpellPower += MQSpellPower * (1 + stats.BonusSpellPowerMultiplier);
            // also add in bonus attack power
            stats.AttackPower += addedAttackPower * stats.BonusAttackPowerMultiplier;
            //
            #endregion

            #region Damage Model
            ////////////////////////////
            // Main calculation Block //
            ////////////////////////////

            CombatStats cs = new CombatStats(character, stats, calcOpts, bossOpts); // calculate the combat stats using modified stats

            // only apply unleashed rage talent if not already applied Unleashed Rage buff.
            if (!character.ActiveBuffsContains("Unleashed Rage") && 
                !character.ActiveBuffsContains("Trueshot Aura") && 
                !character.ActiveBuffsContains("Abomination's Might"))
            {
                float URattackPower = (calc.BuffStats.BonusAttackPowerMultiplier == .1f) ? 0f :
                                                        (stats.AttackPower * unleashedRage);
                stats.AttackPower += URattackPower; // no need to multiply by bonus attack power as the whole point is its zero if we need to add Unleashed rage
                stats.SpellPower += mentalQuickness * URattackPower * (1f + stats.BonusSpellPowerMultiplier);
            }

            // assign basic variables for calcs
            float attackPower = stats.AttackPower;
            float spellPower = stats.SpellPower;
            float mastery = 1f + ((8f + StatConversion.GetMasteryFromRating(stats.MasteryRating)) * 0.025f);
            float wdpsMH = character.MainHand == null ? 46.3f : (stats.WeaponDamage + (character.MainHand.MinDamage + character.MainHand.MaxDamage) / 2f) / character.MainHand.Speed;
            float wdpsOH = character.OffHand == null ? 46.3f : (stats.WeaponDamage + (character.OffHand.MinDamage + character.OffHand.MaxDamage) / 2f) / character.OffHand.Speed;
            float dualWieldSpecialization = .06f; //Hit portion of Dual Wield
            float bonusPhysicalDamage = (1f + stats.BonusDamageMultiplier) * (1f + stats.BonusPhysicalDamageMultiplier);
            //float bonusFrostDamage    = (1f + stats.BonusDamageMultiplier) * (1f + stats.BonusFrostDamageMultiplier) * (1f + character.ShamanTalents.ElementalPrecision * 0.01f); //
            float bonusFireDamage     = (1f + stats.BonusDamageMultiplier) * (1f + stats.BonusFireDamageMultiplier  ) * (1f + character.ShamanTalents.ElementalPrecision * 0.01f); //
            float bonusNatureDamage   = (1f + stats.BonusDamageMultiplier) * (1f + stats.BonusNatureDamageMultiplier) * (1f + character.ShamanTalents.ElementalPrecision * 0.01f); //
            #endregion

            #region Individual DPS
            #region Melee DPS
            float APDPS = (attackPower / 14f);
            float adjustedMHDPS = (wdpsMH + APDPS);
            float adjustedOHDPS = 0f;
            float dpsOHMeleeTotal = 0f;
            float dpsMoteOfAnger = 0f;

            float dpsMHMeleeNormal = adjustedMHDPS * cs.NormalHitModifierMH;
            float dpsMHMeleeCrits = adjustedMHDPS * cs.CritHitModifierMH;
            float dpsMHMeleeGlances = adjustedMHDPS * cs.GlancingHitModifier;
            float meleeMultipliers = cs.DamageReduction * bonusPhysicalDamage * (1f + stats.BonusWhiteDamageMultiplier);

            float dpsMHMeleeTotal = ((dpsMHMeleeNormal + dpsMHMeleeCrits + dpsMHMeleeGlances) * cs.UnhastedMHSpeed / cs.HastedMHSpeed) * meleeMultipliers;

            if (cs.HastedOHSpeed != 0)
            {
                adjustedOHDPS = (wdpsOH + APDPS) * .5f;
                float dpsOHMeleeNormal = adjustedOHDPS * cs.NormalHitModifierOH;
                float dpsOHMeleeCrits = adjustedOHDPS * cs.CritHitModifierOH;
                float dpsOHMeleeGlances = adjustedOHDPS * cs.GlancingHitModifier;
                dpsOHMeleeTotal = ((dpsOHMeleeNormal + dpsOHMeleeCrits + dpsOHMeleeGlances) * cs.UnhastedOHSpeed / cs.HastedOHSpeed) * meleeMultipliers;
            }

            // Generic MH & OH damage values used for SS, LL & WF
            float damageMHSwing = adjustedMHDPS * cs.UnhastedMHSpeed;
            float damageOHSwing = adjustedOHDPS * cs.UnhastedOHSpeed;

            if (cs.HastedOHSpeed != 0)
                dpsMoteOfAnger = (damageMHSwing + damageOHSwing) / 2 * stats.MoteOfAnger;
            else
                dpsMoteOfAnger = damageMHSwing * stats.MoteOfAnger;

            float dpsMelee = dpsMHMeleeTotal + dpsOHMeleeTotal + dpsMoteOfAnger;
            #endregion

            #region Stormstrike DPS
            float dpsSS = 0f;
            if (character.ShamanTalents.Stormstrike == 1 && calcOpts.PriorityInUse(EnhanceAbility.StormStrike) && character.MainHand != null)
            {
                float swingDPSMH = damageMHSwing * 2.25f * cs.HitsPerSMHSS;
                float swingDPSOH = damageOHSwing * 2.25f * cs.HitsPerSOHSS;
                float SSnormal = (swingDPSMH * cs.YellowHitModifierMH) + (swingDPSOH * cs.YellowHitModifierOH);
                float SScrit = ((swingDPSMH * cs.YellowCritModifierMH) + (swingDPSOH * cs.YellowCritModifierOH)) * cs.CritMultiplierMelee;
                dpsSS = (SSnormal + SScrit) * cs.DamageReduction * /*(1f + stats.BonusStormstrikeDamageMultiplier)*/focusedStrikes * (1f + enhance2T11);
            }
            #endregion

            #region Lavalash DPS
            /* Taken from EnhSim (thank you ziff)
               Damage = bwd * llb * (1.0 + sfs * (sfb + t12-2p) + ftb) * (1.0 + llt + llg + t11-2p) * fdm

               bwd    - Base weapon damage against a target with no armor
               llb    - Lava Lash Bonus, this is the default lava lash damage bonus of 2.0
               sfs    - # of current stacks of Searing Flames
               sfb    - the searing flames bonus from Improved Lava Lash.  Maxed out it is .20
               t12-2p - the 2 piece bonus from T12, which is currently an extra 0.05 per searing flame stack
               ftb    - the bonus if Flametongue weapon is on your off-hand, which is 0.40
               llt    - the Lava lash damage bonus from Improved Lava Lash.  Maxed out, it is 0.30
               llg    - the bonus from Lava Lash glyph, which is 0.20
               t11-2p - the 2 piece bonus from T11, which is 0.10
               fdm    - the fire damage multiplier, which includes the mastery bonus, elemental precision,
                        buffs, debuff, etc.  These multipliers are always multiplied to each other, and not
                        done additively.
             */
            float dpsLL = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.LavaLash) && character.OffHand != null)
            {
                float impLL = character.ShamanTalents.ImprovedLavaLash * 0.15f;
                float searingFlames = 0f;
                float flametongue = 0f;
                float glyphLL = 0f;
                if (calcOpts.PriorityInUse(EnhanceAbility.SearingTotem) && character.ShamanTalents.SearingFlames != 0)
                {
                    searingFlames = (character.ShamanTalents.ImprovedLavaLash * 0.1f + enhance2T12) * 5f; //5f = number of stacks of searing flames (takes app. 8.25s to hit 5 stacks, LL CD is 10s).
                }
                if (calcOpts.OffhandImbue == "Flametongue")
                {
                    flametongue = .4f;
                }
                if (character.ShamanTalents.GlyphofLavaLash)
                {
                    glyphLL = .2f;
                }
                float lavalashDPS = damageOHSwing * 2f * cs.HitsPerSLL;
                float LLnormal = lavalashDPS * cs.YellowHitModifierOH;
                float LLcrit = lavalashDPS * cs.YellowCritModifierOH * cs.CritMultiplierMelee;
                dpsLL = (LLnormal + LLcrit) * (1f + searingFlames + flametongue) * (1f + impLL + glyphLL + enhance2T11) * (1 + enhance4T12) * mastery * bonusFireDamage;
            }
            #endregion

            #region Earth Shock DPS
            float dpsES = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.EarthShock))
            {
                float damageESBase = 931f;
                float coefES = .386f;
                float damageES = concussionMultiplier/*(1f + stats.ConcussionMultiplier)*/ * (damageESBase + coefES * spellPower);
                float shockdps = damageES / cs.AbilityCooldown(EnhanceAbility.EarthShock);
                float shockNormal = shockdps * cs.NatureSpellHitModifier;
                float shockCrit = shockdps * cs.NatureSpellCritModifier * cs.CritMultiplierSpell;
                dpsES = (shockNormal + shockCrit) * mastery * bonusNatureDamage;
            }
            #endregion

            #region Flame Shock DPS
            float dpsFS = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.FlameShock))
            {
                float FSBaseNumTick = 18f / 3f;
                float damageFSBase = 531f;
                float damageFSDoTTickBase = 852f / FSBaseNumTick;
                float FSNumTick = cs.AverageFSDotTime / cs.AverageFSTickTime;
                float coefFS = 1.5f / 3.5f / 2f;
                float coefFSDoT = .6f;
                float damageFS = (damageFSBase + coefFS * spellPower) * /*(1f + stats.ConcussionMultiplier)*/concussionMultiplier;
                float damageFTDoT = ((damageFSDoTTickBase * FSNumTick) + coefFSDoT * spellPower) * /*(1f + stats.ConcussionMultiplier)*/concussionMultiplier;
                float usesCooldown = cs.AbilityCooldown(EnhanceAbility.FlameShock);
                float flameShockdps = damageFS / usesCooldown;
                float flameShockDoTdps = damageFTDoT / usesCooldown;
                float flameShockNormal = (flameShockdps + flameShockDoTdps) * cs.SpellHitModifier;
                float flameShockCrit = (flameShockdps + flameShockDoTdps) * cs.SpellCritModifier * cs.CritMultiplierSpell;
                dpsFS = (flameShockNormal + flameShockCrit) * (1 + enhance4T12) * mastery * bonusFireDamage;
            }
            #endregion

            #region Lightning Bolt DPS
            float dpsLB = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.LightningBolt))
            {
                float damageLBBase = 770f;
                float coefLB = .714f;
                float damageLB = concussionMultiplier/*(1f + stats.ConcussionMultiplier)*/ * (damageLBBase + coefLB * spellPower);
                float lbdps = damageLB / cs.AbilityCooldown(EnhanceAbility.LightningBolt);
                float lbNormal = lbdps * cs.NatureSpellHitModifier;
                float lbCrit = lbdps * cs.NatureSpellCritModifier * cs.CritMultiplierSpell;
                dpsLB = (lbNormal + lbCrit) * mastery * bonusNatureDamage;
                if (character.ShamanTalents.GlyphofLightningBolt)
                    dpsLB *= 1.04f; // 4% bonus dmg if Lightning Bolt Glyph
            }
            #endregion

            #region Chain Lightning DPS
            float dpsCL = 0f;
            float coefCL = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.ChainLightning))
            {
                if (character.ShamanTalents.GlyphofChainLightning)
                {
                    coefCL = 0.5714f * 0.9f;
                }
                else
                {
                    coefCL = 0.5714f;
                }
                float damageCLBase = 1092f;
                float damageCL = concussionMultiplier/*(1f + stats.ConcussionMultiplier)*/ * (damageCLBase + coefCL * spellPower);
                float cldps = (damageCL) / cs.AbilityCooldown(EnhanceAbility.ChainLightning);
                float clNormal = cldps * cs.NatureSpellHitModifier;
                float clCrit = cldps * cs.NatureSpellCritModifier * cs.CritMultiplierSpell;
                dpsCL = (clNormal + clCrit) * mastery * bonusNatureDamage;
            }
            #endregion

            #region Windfury DPS
            float dpsWF = 0f;
            if (calcOpts.MainhandImbue == "Windfury" && character.MainHand != null)
            {
                float damageWFHit = damageMHSwing + (windfuryWeaponBonus / 14 * cs.UnhastedMHSpeed);
                float WFdps = damageWFHit * cs.HitsPerSWF;
                float WFnormal = WFdps * cs.YellowHitModifierMH;
                float WFcrit = WFdps * cs.YellowCritModifierMH * cs.CritMultiplierMelee;
                dpsWF = (WFnormal + WFcrit) * cs.DamageReduction * bonusPhysicalDamage * /*(1f + stats.BonusWindfuryDamageMultiplier)*/windfuryDamageBonus;
            }
            #endregion

            #region Lightning Shield DPS
            float dpsLS = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.LightningShield))
            {
                float damageLSBase = 391f;
                float damageLSCoef = 0.267f; // co-efficient from EnhSim
                float damageLS = shieldBonus/*stats.ShieldBonus*/ * (damageLSBase + damageLSCoef * spellPower);
                float lsdps = damageLS * cs.StaticShockProcsPerS;
                float lsNormal = lsdps * cs.NatureSpellHitModifier;
                float lsCrit = lsdps * cs.NatureSpellCritModifier * cs.CritMultiplierSpell;
                dpsLS = (lsNormal + lsCrit) * mastery * bonusNatureDamage;
            }
            #endregion

            #region Fire Totem DPS
            float dpsFireTotem = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.MagmaTotem))
            {
                float damageFireTotem = (268f + .067f * spellPower) * /*stats.CallofFlameBonus*/callofFlameBonus;
                float FireTotemdps = damageFireTotem / 2f * cs.FireTotemUptime;
                float FireTotemNormal = FireTotemdps * cs.SpellHitModifier;
                float FireTotemCrit = FireTotemdps * cs.SpellCritModifier * cs.CritMultiplierSpell;
                dpsFireTotem = (FireTotemNormal + FireTotemCrit) * mastery * bonusFireDamage * cs.MultiTargetMultiplier;
            }
            else if (calcOpts.PriorityInUse(EnhanceAbility.SearingTotem))
            {
                float damageFireTotem = (96f + .1669f * spellPower) * /*stats.CallofFlameBonus*/callofFlameBonus;
                float FireTotemdps = damageFireTotem / 1.65f * cs.FireTotemUptime;
                float FireTotemNormal = FireTotemdps * cs.SpellHitModifier;
                float FireTotemCrit = FireTotemdps * cs.SpellCritModifier * cs.CritMultiplierSpell;
                dpsFireTotem = (FireTotemNormal + FireTotemCrit) * mastery * bonusFireDamage;
            }
            dpsFireTotem *= (1f - cs.FireElementalUptime);
            #endregion

            #region Fire Nova DPS
            float dpsFireNova = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.FireNova) && calcOpts.PriorityInUse(EnhanceAbility.FlameShock))
            {
                float damageFireNova = (686.0f + 0.143f * spellPower) * /*stats.CallofFlameBonus*/callofFlameBonus;
                float FireNovadps = (damageFireNova / cs.AbilityCooldown(EnhanceAbility.FireNova));
                float FireNovaNormal = FireNovadps * cs.SpellHitModifier;
                float FireNovaCrit = FireNovadps * cs.SpellCritModifier * cs.CritMultiplierSpell;
                dpsFireNova = (FireNovaNormal + FireNovaCrit) * (1 + enhance4T12) * mastery * bonusFireDamage * cs.MultiTargetMultiplier;
            }
            #endregion

            #region Flametongue Weapon DPS
            float dpsFT = 0f;
            /*if (calcOpts.MainhandImbue == "Flametongue")
            {
                //float damageFTBase = 306f * cs.UnhastedOHSpeed / 4.0f;
                //float damageFTCoef = 0.15396f * cs.UnhastedOHSpeed;
                //float damageFT = damageFTBase + damageFTCoef * attackPower;
                float damageFTBase = 306f;
                float damageFTCoef = 0.1253f;
                float damageFT = (damageFTBase + (damageFTCoef * attackPower)) * cs.UnhastedOHSpeed / 4.0f;
                float FTdps = damageFT * (cs.HitsPerSOH - cs.HitsPerSLL);
                float FTNormal = FTdps * cs.SpellHitModifier;
                float FTCrit = FTdps * cs.SpellCritModifier * cs.CritMultiplierSpell;
                dpsFT += (FTNormal + FTCrit) * (1 + enhance4T12) * mastery * bonusFireDamage * bossFireResistance;
            }*/
            if (calcOpts.OffhandImbue == "Flametongue" && character.OffHand != null)
            {
                //float damageFTBase = 306f * cs.UnhastedOHSpeed / 4.0f;
                //float damageFTCoef = 0.1253f * cs.UnhastedOHSpeed;
                //float damageFT = damageFTBase + damageFTCoef * attackPower;
                float damageFTBase = 306f;
                float damageFTCoef = 0.1253f;
                float damageFT = (damageFTBase + (damageFTCoef * attackPower)) * cs.UnhastedOHSpeed / 4.0f;
                float FTdps = damageFT * (cs.HitsPerSOH - cs.HitsPerSLL);
                float FTNormal = FTdps * cs.SpellHitModifier;
                float FTCrit = FTdps * cs.SpellCritModifier * cs.CritMultiplierSpell;
                dpsFT += (FTNormal + FTCrit) * (1 + enhance4T12) * mastery * bonusFireDamage;
            }
            #endregion

            #region Unleash Elements DPS
            #region Unleash Windfury
            float dpsUW = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.UnleashElements) && calcOpts.MainhandImbue == "Windfury" && character.MainHand != null)
            {
                float damageUWHit = damageMHSwing * 1.75f;
                float UWdps = damageUWHit / cs.AbilityCooldown(EnhanceAbility.UnleashElements);
                float UWnormal = UWdps * cs.YellowCritModifierMH;
                float UWcrit = UWdps * cs.YellowCritModifierMH * cs.CritMultiplierMelee;
                dpsUW = (UWnormal + UWcrit) * cs.DamageReduction * bonusPhysicalDamage;
            }
            #endregion
            #region Unleash Flametongue
            float dpsUF = 0f;
            if (calcOpts.PriorityInUse(EnhanceAbility.UnleashElements) && calcOpts.OffhandImbue == "Flametongue" && character.OffHand != null)
            {
                float damageUFBase = 1070f;
                float damageUFCoef = 0.43f;
                float damageUF = damageUFBase + damageUFCoef * spellPower;
                float UFdps = damageUF / cs.AbilityCooldown(EnhanceAbility.UnleashElements);
                float UFnormal = UFdps * cs.SpellHitModifier;
                float UFcrit = UFdps * cs.SpellCritModifier * cs.CritMultiplierSpell;
                dpsUF = (UFnormal + UFcrit) * (1 + enhance4T12) * mastery * bonusFireDamage;
            }
            #endregion
            #endregion

            #region Other (Damage Procs)

            #endregion

            #region Pet calculations
            // needed for pets - spirit wolves and Fire Elemental
            bool critDebuff = character.ActiveBuffsContains("Heart of the Crusader") ||
                              character.ActiveBuffsContains("Master Poisioner") ||
                              character.ActiveBuffsContains("Totem of Wrath");
            bool critBuff = character.ActiveBuffsContains("Leader of the Pack") ||
                            character.ActiveBuffsContains("Rampage");
            float critbuffs = (critDebuff ? 0.03f : 0f) + (critBuff ? 0.05f : 0f);
            float meleeHitBonus = stats.PhysicalHit + StatConversion.GetHitFromRating(stats.HitRating) + dualWieldSpecialization;
            float petMeleeMissRate = Math.Max(0f, StatConversion.WHITE_MISS_CHANCE_CAP[bossOpts.Level - character.Level] - meleeHitBonus) + cs.AverageDodge;
            float petMeleeMultipliers = cs.DamageReduction * bonusPhysicalDamage;
            #endregion

            #region Doggies!
            // TTT article suggests 300-450 dps while the dogs are up plus 30% of AP
            // my analysis reveals they get 31% of shaman AP + 2 * their STR and base 206.17 dps.
            float dpsDogs = 0f;
            if (character.ShamanTalents.FeralSpirit == 1 && calcOpts.PriorityInUse(EnhanceAbility.FeralSpirits))
            {
                float FSglyphAP = character.ShamanTalents.GlyphofFeralSpirit ? attackPower * .3f : 0f;
                float soeBuff = (character.ActiveBuffsContains("Strength of Earth Totem") || character.ActiveBuffsContains("Horn of Winter") || character.ActiveBuffsContains("Roar of Courage") ||
                    character.ActiveBuffsContains("Battle Shout")) ? 594f : 0f;
                float dogsStr = 331f + soeBuff;
                float dogsAgi = 113f + soeBuff;
                float dogsAP = ((dogsStr * 2f - 20f) + .31f * attackPower + FSglyphAP) * (1f + unleashedRage);
                float dogsCrit = (StatConversion.GetCritFromAgility(dogsAgi, CharacterClass.Shaman) + critbuffs) * (1 + stats.BonusCritDamageMultiplier);
                float dogsBaseSpeed = 1.5f;
                float dogsHitsPerS = 1f / (dogsBaseSpeed / (1f + stats.PhysicalHaste));
                float dogsBaseDamage = (490.06f + dogsAP / 14f) * dogsBaseSpeed;

                float dogsMeleeNormal = dogsBaseDamage * (1 - petMeleeMissRate - dogsCrit - cs.GlancingRate);
                float dogsMeleeCrits = dogsBaseDamage * dogsCrit * cs.CritMultiplierMelee;
                float dogsMeleeGlances = dogsBaseDamage * cs.GlancingHitModifier;

                float dogsTotalDamage = dogsMeleeNormal + dogsMeleeCrits + dogsMeleeGlances;

                dpsDogs = 2 * (30f / 120f) * dogsTotalDamage * dogsHitsPerS * petMeleeMultipliers;
                calc.SpiritWolf = new DPSAnalysis(dpsDogs, petMeleeMissRate, cs.AverageDodge, cs.GlancingRate, dogsCrit, 60f / cs.AbilityCooldown(EnhanceAbility.FeralSpirits));
            }
            else
            {
                calc.SpiritWolf = new DPSAnalysis(0, 0, 0, 0, 0, 0);
            }
            #endregion

            #region Fire Elemental
            if (calcOpts.PriorityInUse(EnhanceAbility.FireElemental))
            {
                float spellHitBonus = stats.SpellHit + StatConversion.GetHitFromRating(stats.HitRating);
                float petSpellMissRate = Math.Max(0f, StatConversion.WHITE_MISS_CHANCE_CAP[bossOpts.Level - character.Level] - spellHitBonus);
                float petSpellMultipliers = bonusFireDamage * /*stats.CallofFlameBonus*/callofFlameBonus;
                float petCritRate = critbuffs * (1 + stats.BonusCritDamageMultiplier);
                calc.FireElemental = new FireElemental(attackPower, spellPower, stats.Intellect, cs, 
                        petCritRate, petMeleeMissRate, petMeleeMultipliers, petSpellMissRate, petSpellMultipliers);
            }
            else
                calc.FireElemental = new FireElemental(0, 0, 0, cs, 0, 0, 0, 0, 0);
            float dpsFireElemental = calc.FireElemental.getDPS();
            #endregion
            #endregion

            #region Set CalculatedStats
            calc.DPS = dpsMelee + dpsSS + dpsLL + dpsES + dpsFS + dpsLB + dpsCL + dpsWF + dpsLS + dpsFireTotem + dpsFireNova + dpsFT + dpsDogs + dpsFireElemental;
            calc.Survivability = stats.Health * 0.02f;
            calc.OverallPoints = calc.DPS + calc.Survivability;
            calc.DodgedAttacks = cs.AverageDodge * 100f;
            calc.ParriedAttacks = cs.AverageParry * 100f;
            calc.MissedAttacks = (1 - cs.AverageWhiteHitChance) * 100f;
            calc.AvoidedAttacks = calc.MissedAttacks + calc.DodgedAttacks + calc.ParriedAttacks;
            calc.YellowHit = (float)Math.Floor((float)(cs.AverageYellowHitChance * 10000f)) / 100f;
            calc.SpellHit = (float)Math.Floor((float)(cs.ChanceSpellHit * 10000f)) / 100f;
            calc.ElemPrecMod = cs.ElemPrecMod;
            calc.DraeneiHitBonus = character.Race == CharacterRace.Draenei ? 0.01f : 0.00f;
            calc.OverSpellHitCap = (float)Math.Floor((float)(cs.OverSpellHitCap * 10000f)) / 100f;
            calc.OverMeleeCritCap = (float)Math.Floor((float)(cs.OverMeleeCritCap * 10000f)) / 100f;
            calc.WhiteHit = (float)Math.Floor((float)(cs.AverageWhiteHitChance * 10000f)) / 100f;
            calc.MeleeCrit = (float)Math.Floor((float)((cs.DisplayMeleeCrit)) * 10000f) / 100f;
            calc.YellowCrit = (float)Math.Floor((float)((cs.DisplayYellowCrit)) * 10000f) / 100f;
            calc.SpellCrit = (float)Math.Floor((float)(cs.ChanceSpellCrit * 10000f)) / 100f;
            calc.GlancingBlows = cs.GlancingRate * 100f;
            calc.ArmorMitigation = (1f - cs.DamageReduction) * 100f;
            calc.MasteryRating = stats.MasteryRating;  //CATA FIXME!!
            calc.AttackPower = attackPower;
            calc.SpellPower = spellPower;
            calc.AvMHSpeed = cs.HastedMHSpeed;
            calc.AvOHSpeed = cs.HastedOHSpeed;
            calc.EDBonusCrit = cs.EDBonusCrit * 100f;
            calc.EDUptime = cs.EDUptime * 100f;
            calc.FlurryUptime = cs.FlurryUptime * 100f;
            calc.SecondsTo5Stack = cs.SecondsToFiveStack;
            calc.MHEnchantUptime = se.GetMHUptime() * 100f;
            calc.OHEnchantUptime = se.GetOHUptime() * 100f;
            calc.Trinket1Uptime = se.GetUptime(character.Trinket1) * 100f;
            calc.Trinket2Uptime = se.GetUptime(character.Trinket2) * 100f;
            calc.FireTotemUptime = cs.FireTotemUptime * 100f;
            calc.BaseRegen = cs.BaseRegen;
            calc.ManaRegen = cs.ManaRegen;

            calc.TotalExpertiseMH = (float) Math.Floor(cs.ExpertiseBonusMH * 400f);
            calc.TotalExpertiseOH = (float) Math.Floor(cs.ExpertiseBonusOH * 400f);

            calc.SwingDamage = new DPSAnalysis(dpsMelee, 1 - cs.AverageWhiteHitChance, cs.AverageDodge, cs.GlancingRate, cs.AverageWhiteCritChance, cs.MeleePPM);
            calc.Stormstrike = new DPSAnalysis(dpsSS, 1 - cs.AverageYellowHitChance, cs.AverageDodge, -1, cs.AverageYellowCritChance, 60f / cs.AbilityCooldown(EnhanceAbility.StormStrike));
            calc.LavaLash = new DPSAnalysis(dpsLL, 1 - cs.ChanceYellowHitOH, cs.ChanceDodgeOH, -1, cs.ChanceYellowCritOH, 60f / cs.AbilityCooldown(EnhanceAbility.LavaLash));
            calc.EarthShock = new DPSAnalysis(dpsES, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceNatureSpellCrit, 60f / cs.AbilityCooldown(EnhanceAbility.EarthShock));
            calc.FlameShock = new DPSAnalysis(dpsFS, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceSpellCrit, 60f / cs.AbilityCooldown(EnhanceAbility.FlameShock));
            calc.LightningBolt = new DPSAnalysis(dpsLB, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceLBSpellCrit/*cs.ChanceNatureSpellCrit*/, 60f / cs.AbilityCooldown(EnhanceAbility.LightningBolt));
            calc.WindfuryAttack = new DPSAnalysis(dpsWF, 1 - cs.ChanceYellowHitMH, cs.ChanceDodgeMH, -1, cs.ChanceYellowCritMH, cs.WFPPM);
            calc.LightningShield = new DPSAnalysis(dpsLS, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceNatureSpellCrit, 60f / cs.AbilityCooldown(EnhanceAbility.LightningShield));
            calc.ChainLightning = new DPSAnalysis(dpsCL, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceNatureSpellCrit, 60f / cs.AbilityCooldown(EnhanceAbility.ChainLightning));
            calc.SearingMagma = new DPSAnalysis(dpsFireTotem, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceSpellCrit,
                calcOpts.Magma ? 60f / cs.AbilityCooldown(EnhanceAbility.MagmaTotem) : 60f / cs.AbilityCooldown(EnhanceAbility.SearingTotem));
            calc.FlameTongueAttack = new DPSAnalysis(dpsFT, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceSpellCrit, cs.FTPPM);
            calc.FireNova = new DPSAnalysis(dpsFireNova, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceSpellCrit, 60f / cs.AbilityCooldown(EnhanceAbility.FireNova));
            calc.UnleashWind = new DPSAnalysis(dpsUW, 1 - cs.ChanceYellowHitMH, cs.ChanceDodgeMH, -1, cs.ChanceYellowCritMH, 60f / cs.AbilityCooldown(EnhanceAbility.UnleashElements));
            calc.UnleashFlame = new DPSAnalysis(dpsUF, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceSpellCrit, 60f / cs.AbilityCooldown(EnhanceAbility.UnleashElements));
            calc.Other = new DPSAnalysis(0f, 1 - cs.ChanceSpellHit, -1, -1, cs.ChanceSpellCrit, 0f);
            #endregion
            return calc;
        }
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();
        }