Ejemplo n.º 1
0
        private void CalculateDamage()
        {
            float baseDamage     = 0.0f;
            float critMultiplier = 1.0f + Lookup.BonusCritMultiplier(Character, Stats, Ability);

            switch (Ability)
            {
            // White Damage
            case Ability.None:
                baseDamage = Lookup.WeaponDamage(Character, Stats, false);
                break;

            case Ability.Cleave:
                baseDamage = Lookup.WeaponDamage(Character, Stats, false) + (222.0f * (1.0f + Talents.ImprovedCleave * 0.4f));
                break;

            case Ability.ConcussionBlow:
                baseDamage = Stats.AttackPower * 0.75f;
                break;

            case Ability.DamageShield:
                baseDamage = Stats.BlockValue * (Talents.DamageShield * 0.1f);
                break;

            case Ability.DeepWounds:
                baseDamage        = Lookup.WeaponDamage(Character, Stats, false) * (Talents.DeepWounds * 0.16f);
                DamageMultiplier *= (1.0f + Stats.BonusBleedDamageMultiplier);
                ArmorReduction    = 0.0f;
                break;

            case Ability.Devastate:
                // Assumes 5 stacks of Sunder Armor debuff
                baseDamage = Lookup.WeaponDamage(Character, Stats, true) + (202.0f * 5.0f);
                break;

            case Ability.HeroicStrike:
                baseDamage = Lookup.WeaponDamage(Character, Stats, false) + 495.0f;
                break;

            case Ability.HeroicThrow:
                baseDamage = 12.0f + (Stats.AttackPower * 0.5f);
                break;

            case Ability.Rend:
                baseDamage        = 380.0f + Lookup.WeaponDamage(Character, Stats, false);
                DamageMultiplier *= (1.0f + Talents.ImprovedRend * 0.2f) * (1.0f + Stats.BonusBleedDamageMultiplier);
                ArmorReduction    = 0.0f;
                break;

            case Ability.Revenge:
                baseDamage        = 1615.0f + (Stats.AttackPower * 0.207f);
                DamageMultiplier *= (1.0f + Talents.ImprovedRevenge * 0.1f) * (1.0f + Talents.UnrelentingAssault * 0.1f);
                break;

            case Ability.ShieldSlam:
                if (Stats.BlockValue < 2400.0f)
                {
                    baseDamage = 1015.0f + Stats.BlockValue;
                }
                else if (Stats.BlockValue < 3160.0f)
                {
                    baseDamage = 1015.0f + 2400.0f + (0.95f * (Stats.BlockValue - 2400.0f)) - (0.000625f * (float)Math.Pow((double)(Stats.BlockValue - 2400.0f), 2.0d));
                }
                else
                {
                    baseDamage = 1015.0f + 2400.0f + 361.0f;
                }
                DamageMultiplier *= (1.0f + Stats.BonusShieldSlamDamage);
                break;

            case Ability.Shockwave:
                baseDamage = Stats.AttackPower * 0.75f;
                break;

            case Ability.Slam:
                baseDamage = Lookup.WeaponDamage(Character, Stats, false) + 250.0f;
                break;

            case Ability.ThunderClap:
                baseDamage        = 300.0f + (Stats.AttackPower * 0.12f);
                DamageMultiplier *= (1.0f + Talents.ImprovedThunderClap * 0.1f);
                break;

            case Ability.Vigilance:
                baseDamage = 0.0f;
                break;
            }

            // All damage multipliers
            baseDamage *= DamageMultiplier;
            // Average critical strike bonuses
            baseDamage = (baseDamage * (1.0f - AttackTable.Critical)) + (baseDamage * critMultiplier * AttackTable.Critical);
            // Average glancing blow reduction
            baseDamage *= (1.0f - (Lookup.GlancingReduction(Character) * AttackTable.Glance));
            // Armor reduction
            baseDamage *= (1.0f - ArmorReduction);
            // Missed attacks
            baseDamage *= (1.0f - AttackTable.AnyMiss);

            Damage = baseDamage;
        }
Ejemplo n.º 2
0
        private void CalculateThreat()
        {
            // Base threat is always going to be the damage of the ability, if it is damaging
            float abilityThreat = Damage;

            switch (Ability)
            {
            case Ability.Cleave:
                abilityThreat += 225.0f;
                break;

            case Ability.Devastate:
                if (Talents.GlyphOfDevastate)
                {
                    abilityThreat += (Stats.AttackPower * 0.1f);
                }
                else
                {
                    abilityThreat += (Stats.AttackPower * 0.05f);
                }
                break;

            case Ability.HeroicStrike:
                abilityThreat += 259.0f;
                break;

            case Ability.HeroicThrow:
                abilityThreat *= 1.5f;
                break;

            case Ability.Revenge:
                abilityThreat += 121.0f;
                break;

            case Ability.ShieldBash:
                abilityThreat += 36.0f;
                break;

            case Ability.ShieldSlam:
                abilityThreat += 770.0f;
                break;

            case Ability.Slam:
                abilityThreat += 140.0f;
                break;

            case Ability.SunderArmor:
                abilityThreat += 345.0f + (Stats.AttackPower * 0.05f);
                break;

            case Ability.ThunderClap:
                abilityThreat *= 1.85f;
                break;

            case Ability.Vigilance:
                if (Talents.GlyphOfVigilance)
                {
                    abilityThreat = (Options.VigilanceValue * 0.15f) * Talents.Vigilance;
                }
                else
                {
                    abilityThreat = (Options.VigilanceValue * 0.1f) * Talents.Vigilance;
                }
                break;
            }

            // All abilities other than Vigilance are affected by Defensive Stance
            if (Ability != Ability.Vigilance)
            {
                abilityThreat *= Lookup.StanceThreatMultipler(Character, Stats);
            }

            Threat = abilityThreat;
        }