public double GetDamageToEnemy(VLoadout loadout, IEnemyStatCard enemy)
        {
            // get damage of weapon scaled with damage increase
            var rawHeal = BaseAttack + loadout.Upgrades.AttackUpgrade * AttackIncrement;

            rawHeal *= loadout.Stats.Attack / 100;
            rawHeal *= 1 + loadout.Stats.DamageIncrease / 100;

            // apply an average crit modifier to increase the damage dealt
            var totalHealed = rawHeal * BasicAttackWeapon.CritModifier(WeaponHelper.Crits, loadout.Stats.CriticalDamage);

            // divide damage by attack speed to get the damage dealt per second
            var rawAttackSpeed    = BaseAttackPeriod * Math.Pow(0.96, loadout.Upgrades.AttackSpeedUpgrade);
            var actualAttackSpeed = rawAttackSpeed / (loadout.Stats.AttackSpeed / 100);

            actualAttackSpeed /= loadout.Stats.Acceleration / 100;

            var totalHps = totalHealed / actualAttackSpeed;

            return(totalHps);
        }
Beispiel #2
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        internal static double GetEnemiesAttackedInDuration(double duration, VLoadout loadout, BasicAttackWeapon weapon)
        {
            var attackSpeed = weapon.GetActualWeaponPeriod(loadout);

            return(duration / attackSpeed);
        }