public Damage CountDamage(Damage weaponDamage, BaseStatsClass dealerStats, BaseStatsClass recieverStats) { _damage.PhysicalDamage = weaponDamage.PhysicalDamage * dealerStats.PhysicalPower * (1 - recieverStats.PhysicalResistance); _damage.StunProbability = weaponDamage.StunProbability - recieverStats.StunResistance > 0 ? weaponDamage.StunProbability - recieverStats.StunResistance : 0; return(_damage); }
public Damage CountDamage(WeaponItem weapon, BaseStatsClass dealerStats, BaseStatsClass recieverStats) { _damage.PhysicalDamage = weapon.CurrentAttack.AttackDamage.PhysicalDamage * weapon.Weight * dealerStats.PhysicalPower * (1 - recieverStats.PhysicalResistance); _damage.StunProbability = weapon.CurrentAttack.AttackDamage.StunProbability - recieverStats.StunResistance > 0 ? weapon.CurrentAttack.AttackDamage.StunProbability - recieverStats.StunResistance : 0; return(_damage); }