Ejemplo n.º 1
0
Archivo: Skill.cs Proyecto: rakot/rawr
        public MagicDamage(string name, Character character, StatsRetri stats, DamageType damageType, bool noMultiplier = false) : base(name, character, stats, AbilityType.Spell, damageType, false, noMultiplier)
        {
            CT = new BaseSpellCombatTable(Character.BossOptions, _stats, Attacktype.Spell);
            switch ((int)damageType)
            {
            case (int)DamageType.Holy:
                AbilityDamage = stats.HolyDamage;
                break;

            case (int)DamageType.Fire:
                AbilityDamage = stats.FireDamage;
                break;

            case (int)DamageType.Nature:
                AbilityDamage = stats.NatureDamage;
                break;

            case (int)DamageType.Frost:
                AbilityDamage = stats.FrostDamage;
                break;

            case (int)DamageType.Shadow:
                AbilityDamage = stats.ShadowDamage;
                break;

            case (int)DamageType.Arcane:
                AbilityDamage = stats.ArcaneDamage;
                break;

            default:
                AbilityDamage = 0f;
                break;
            }
        }
Ejemplo n.º 2
0
Archivo: Skill.cs Proyecto: rakot/rawr
 public JudgementOfTruth(Character character, StatsRetri stats, float averageStack) : base("Judgement of Truth", character, stats)
 {
     AverageStackSize = averageStack;
     AbilityDamage   += (_stats.SpellPower * PaladinConstants.JOT_JUDGE_COEFF_SP +
                         _stats.AttackPower * PaladinConstants.JOT_JUDGE_COEFF_AP)
                        * (1f + PaladinConstants.JOT_JUDGE_COEFF_STACK * AverageStackSize);
 }
Ejemplo n.º 3
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Archivo: Skill.cs Proyecto: rakot/rawr
 public DivineStorm(Character character, StatsRetri stats) : base("Divine Storm", character, stats, AbilityType.Melee, DamageType.Physical)
 {
     CT            = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.MeleeMH);
     Cooldown      = PaladinConstants.DS_COOLDOWN / (Talents.SanctityOfBattle > 0 ? (1f + _stats.PhysicalHaste) : 1f);
     MaxTargets    = 100;
     AbilityDamage = AbilityHelper.WeaponDamage(_character, _stats.AttackPower, true) * PaladinConstants.DS_DMG_BONUS;
 }
Ejemplo n.º 4
0
Archivo: Skill.cs Proyecto: rakot/rawr
 public SealOfRighteousness(Character character, StatsRetri stats) : base("Seal of Righteousness", character, stats, AbilityType.Spell)
 {
     CT            = new BaseSpellCombatTable(Character.BossOptions, _stats, Attacktype.Spell);
     CT.CanMiss    = false;
     MaxTargets    = 100;
     AbilityDamage = AbilityHelper.BaseWeaponSpeed(_character) * (PaladinConstants.SOR_COEFF_AP * _stats.AttackPower +
                                                                  PaladinConstants.SOR_COEFF_SP * _stats.SpellPower);
 }
Ejemplo n.º 5
0
Archivo: Skill.cs Proyecto: rakot/rawr
 public Judgement(string name, Character character, StatsRetri stats) : base(name, character, stats, AbilityType.Range, DamageType.Holy)
 {
     CT = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.Ranged);
     CT.AbilityCritCorr = Talents.ArbiterOfTheLight * PaladinConstants.ARBITER_OF_THE_LIGHT;
     AbilityDamageMulitplier[Multiplier.Glyphs] = (1f + (Talents.GlyphOfJudgement ? PaladinConstants.GLYPH_OF_JUDGEMENT : 0f));
     AbilityDamageMulitplier[Multiplier.Others] = (1f + PaladinConstants.TWO_H_SPEC);
     Cooldown      = PaladinConstants.JUDGE_COOLDOWN - _stats.JudgementCDReduction;
     AbilityDamage = PaladinConstants.JUDGE_DMG;
 }
Ejemplo n.º 6
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Archivo: Skill.cs Proyecto: rakot/rawr
 public HammerOfWrath(Character character, StatsRetri stats) : base("Hammer of Wrath", character, stats, AbilityType.Range, DamageType.Holy)
 {
     CT = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.Ranged);
     CT.AbilityCritCorr = Talents.SanctifiedWrath * PaladinConstants.SANCTIFIED_WRATH;
     Cooldown           = PaladinConstants.HOW_COOLDOWN;
     AbilityDamage      = PaladinConstants.HOW_AVG_DMG +
                          PaladinConstants.HOW_COEFF_SP * _stats.SpellPower +
                          PaladinConstants.HOW_COEFF_AP * _stats.AttackPower;
 }
Ejemplo n.º 7
0
Archivo: Skill.cs Proyecto: rakot/rawr
        public GuardianOfTheAncientKings(Character character, StatsRetri stats) : base("Guardian of the ancient Kings", character, new StatsRetri(), AbilityType.Melee, DamageType.Physical, false)
        {
            CT        = new BasePhysicalWhiteCombatTable(character.BossOptions, _stats, Attacktype.MeleeMH);
            TickCount = PaladinConstants.GOAK_ATTACKS_PER_CAST;
            AbilityDamageMulitplier.Remove(Multiplier.Others); //Remove Two handed Spec
            AbilityDamage = 7000f;

            //Final Cast
            AddTrigger(new GuardianOfTheAncientKingsFinal(character, stats));
        }
Ejemplo n.º 8
0
Archivo: Skill.cs Proyecto: rakot/rawr
 public HolyWrath(Character character, StatsRetri stats) : base("Holy Wrath", character, stats, AbilityType.Spell, DamageType.Holy)
 {
     CT = new BaseSpellCombatTable(Character.BossOptions, _stats, Attacktype.Spell);
     CT.AbilityCritCorr = (Character.BossOptions.MobType == (int)MOB_TYPES.DEMON || Character.BossOptions.MobType == (int)MOB_TYPES.UNDEAD) ? 1f : 0;
     Cooldown           = PaladinConstants.HOLY_WRATH_COOLDOWN;
     Meteor             = true;
     MaxTargets         = 100;
     AbilityDamage      = PaladinConstants.HOLY_WRATH_BASE_DMG +
                          PaladinConstants.HOLY_WRATH_COEFF * _stats.SpellPower;
 }
Ejemplo n.º 9
0
Archivo: Skill.cs Proyecto: rakot/rawr
 public HandofLight(Character character, StatsRetri stats, float amountBefore) : base("Hand of Light", character, stats, AbilityType.Spell, DamageType.Holy, false)
 {
     AmountBefore = amountBefore;
     CT           = new BaseSpellCombatTable(Character.BossOptions, _stats, Attacktype.Spell);
     CT.CanMiss   = false;
     CT.CanCrit   = false;
     AbilityDamageMulitplier.Clear(); //Only benefit from Magical
     AbilityDamageMulitplier[Multiplier.Magical] = (1f + _stats.BonusHolyDamageMultiplier) * (1f + InqUptime * PaladinConstants.INQ_COEFF);
     AbilityDamage = AmountBefore * (8f + StatConversion.GetMasteryFromRating(_stats.MasteryRating, CharacterClass.Paladin)) * PaladinConstants.HOL_COEFF;
 }
Ejemplo n.º 10
0
Archivo: Skill.cs Proyecto: rakot/rawr
 public SealOfTruthDoT(Character character, StatsRetri stats, float averageStack) : base("Seal of Truth DoT", character, stats, AbilityType.Melee, DamageType.Holy, false)
 {
     AverageStackSize = averageStack;
     CT         = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.MeleeMH);
     CT.CanMiss = false;
     AbilityDamageMulitplier[Multiplier.Talents] = (1f + PaladinConstants.SEALS_OF_THE_PURE * Talents.SealsOfThePure +
                                                    PaladinConstants.INQUIRY_OF_FAITH_SEAL * Talents.InquiryOfFaith);
     AbilityDamage = AverageStackSize * (_stats.AttackPower * PaladinConstants.SOT_CENSURE_COEFF_AP +
                                         _stats.SpellPower * PaladinConstants.SOT_CENSURE_COEFF_SP);
 }
Ejemplo n.º 11
0
Archivo: Skill.cs Proyecto: rakot/rawr
 public Exorcism(Character character, StatsRetri stats, float chanceToProc) : base("Exorcism", character, stats, AbilityType.Spell, DamageType.Holy)
 {
     CT = new BaseSpellCombatTable(Character.BossOptions, _stats, Attacktype.Spell);
     CT.AbilityCritCorr = (Character.BossOptions.MobType == (int)MOB_TYPES.DEMON || Character.BossOptions.MobType == (int)MOB_TYPES.UNDEAD) ? 1f : 0;
     AbilityDamageMulitplier[Multiplier.Talents] = (1f + (Talents.TheArtOfWar > 0 ? PaladinConstants.THE_ART_OF_WAR : 0f) +
                                                    PaladinConstants.BLAZING_LIGHT * Talents.BlazingLight);
     AbilityDamageMulitplier[Multiplier.Glyphs] = (1f + (Talents.GlyphOfExorcism ? PaladinConstants.GLYPH_OF_EXORCISM : 0f));
     Cooldown      = AbilityHelper.WeaponSpeed(_character, _stats.PhysicalHaste) * (1f / (Talents.TheArtOfWar * PaladinConstants.EXO_PROC_CHANCE)) / chanceToProc;
     AbilityDamage = PaladinConstants.EXO_AVG_DMG +
                     PaladinConstants.EXO_COEFF * Math.Max(_stats.SpellPower, _stats.AttackPower);
 }
Ejemplo n.º 12
0
Archivo: Skill.cs Proyecto: rakot/rawr
 public Consecration(Character character, StatsRetri stats) : base("Consecration", character, stats, AbilityType.Spell, DamageType.Holy)
 {
     CT            = new BaseSpellCombatTable(Character.BossOptions, _stats, Attacktype.Spell);
     CT.CanCrit    = false;
     Cooldown      = PaladinConstants.CONS_COOLDOWN;
     TickCount     = (Talents.GlyphOfConsecration ? 12f : 10f);
     MaxTargets    = 100;
     AbilityDamage = (PaladinConstants.CONS_BASE_DMG +
                      PaladinConstants.CONS_COEFF_SP * _stats.SpellPower +
                      PaladinConstants.CONS_COEFF_AP * _stats.AttackPower)
                     / 10;
 }
Ejemplo n.º 13
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        public RotationCalculation(Character character, StatsRetri stats)
        {
            Character = character;
            Stats     = stats;
            CalcOpts  = character.CalculationOptions as CalculationOptionsRetribution;
            dpChance  = character.PaladinTalents.DivinePurpose * PaladinConstants.DP_CHANCE;

            #region Initialization
            casts[DamageAbility.Consecration]    = 0f;
            casts[DamageAbility.CrusaderStrike]  = 0f;
            casts[DamageAbility.Exorcism]        = 0f;
            casts[DamageAbility.Inquisition]     = 0f;
            casts[DamageAbility.HammerOfWrath]   = 0f;
            casts[DamageAbility.HolyWrath]       = 0f;
            casts[DamageAbility.Judgement]       = 0f;
            casts[DamageAbility.TemplarsVerdict] = 0f;
            casts[DamageAbility.GoaK]            = 0f;

            skills[DamageAbility.CrusaderStrike]  = new CrusaderStrike(Character, Stats);
            skills[DamageAbility.TemplarsVerdict] = new TemplarsVerdict(Character, Stats);
            skills[DamageAbility.White]           = new White(Character, Stats);
            skills[DamageAbility.Exorcism]        = new Exorcism(Character, Stats, White.CT.ChanceToLand);
            skills[DamageAbility.Inquisition]     = new Inquisition(Character, Stats, CalcOpts.HPperInq);
            skills[DamageAbility.HolyWrath]       = new HolyWrath(Character, Stats);
            skills[DamageAbility.HammerOfWrath]   = new HammerOfWrath(Character, Stats);
            skills[DamageAbility.Consecration]    = new Consecration(Character, Stats);
            skills[DamageAbility.GoaK]            = new GuardianOfTheAncientKings(Character, Stats);
            skills[DamageAbility.SoC]             = new SealOfCommand(Character, Stats);

            switch (CalcOpts.Seal)
            {
            case SealOf.Righteousness:
                skills[DamageAbility.Seal]      = new SealOfRighteousness(Character, Stats);
                skills[DamageAbility.SealDot]   = new NullSealDoT(Character, Stats);
                skills[DamageAbility.Judgement] = new JudgementOfRighteousness(Character, Stats);
                break;

            case SealOf.Truth:
                skills[DamageAbility.Seal]      = new SealOfTruth(Character, Stats);
                skills[DamageAbility.SealDot]   = new SealOfTruthDoT(Character, Stats, 5f);
                skills[DamageAbility.Judgement] = new JudgementOfTruth(Character, Stats, 5f);
                break;

            default:
                skills[DamageAbility.Seal]      = new NullSeal(Character, Stats);
                skills[DamageAbility.SealDot]   = new NullSealDoT(Character, Stats);
                skills[DamageAbility.Judgement] = new NullJudgement(Character, Stats);
                break;
            }
            #endregion

            CalcRotation();
        }
Ejemplo n.º 14
0
Archivo: Skill.cs Proyecto: rakot/rawr
        public TemplarsVerdict(Character character, StatsRetri stats) : base("Templar's Verdict", character, stats, AbilityType.Melee, DamageType.Physical)
        {
            CT = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.MeleeMH);
            CT.AbilityCritCorr = Talents.ArbiterOfTheLight * PaladinConstants.ARBITER_OF_THE_LIGHT;
            AbilityDamageMulitplier[Multiplier.Talents] = (1f + PaladinConstants.CRUSADE * Talents.Crusade);
            AbilityDamageMulitplier[Multiplier.Glyphs]  = (1f + (Talents.GlyphOfTemplarsVerdict ? PaladinConstants.GLYPH_OF_TEMPLARS_VERDICT : .0f));
            AbilityDamageMulitplier[Multiplier.Sets]    = (1f + (Stats.T11_2P ? .1f : 0f));
            AbilityDamage = AbilityHelper.WeaponDamage(Character, _stats.AttackPower) * PaladinConstants.TV_THREE_STK;

            //Hand of Light
            AddTrigger(new HandofLight(Character, Stats, AverageDamage));
        }
Ejemplo n.º 15
0
        public RotationCalculation(Character character, StatsRetri stats)
        {
            Character = character;
            Stats = stats;
            CalcOpts = character.CalculationOptions as CalculationOptionsRetribution;
            dpChance = character.PaladinTalents.DivinePurpose * PaladinConstants.DP_CHANCE;

            #region Initialization
            casts[DamageAbility.Consecration] = 0f;
            casts[DamageAbility.CrusaderStrike] = 0f;
            casts[DamageAbility.Exorcism] = 0f;
            casts[DamageAbility.Inquisition] = 0f;
            casts[DamageAbility.HammerOfWrath] = 0f;
            casts[DamageAbility.HolyWrath] = 0f;
            casts[DamageAbility.Judgement] = 0f;
            casts[DamageAbility.TemplarsVerdict] = 0f;
            casts[DamageAbility.GoaK] = 0f;

            skills[DamageAbility.CrusaderStrike] = new CrusaderStrike(Character, Stats);
            skills[DamageAbility.TemplarsVerdict] = new TemplarsVerdict(Character, Stats);
            skills[DamageAbility.White] = new White(Character, Stats);
            skills[DamageAbility.Exorcism] = new Exorcism(Character, Stats, White.CT.ChanceToLand);
            skills[DamageAbility.Inquisition] = new Inquisition(Character, Stats, CalcOpts.HPperInq);
            skills[DamageAbility.HolyWrath] = new HolyWrath(Character, Stats);
            skills[DamageAbility.HammerOfWrath] = new HammerOfWrath(Character, Stats);
            skills[DamageAbility.Consecration] = new Consecration(Character, Stats);
            skills[DamageAbility.GoaK] = new GuardianOfTheAncientKings(Character, Stats);
            skills[DamageAbility.SoC] = new SealOfCommand(Character, Stats);

            switch (CalcOpts.Seal)
            {
                case SealOf.Righteousness:
                    skills[DamageAbility.Seal] = new SealOfRighteousness(Character, Stats);
                    skills[DamageAbility.SealDot] = new NullSealDoT(Character, Stats);
                    skills[DamageAbility.Judgement] = new JudgementOfRighteousness(Character, Stats);
                    break;
                case SealOf.Truth:
                    skills[DamageAbility.Seal] = new SealOfTruth(Character, Stats);
                    skills[DamageAbility.SealDot] = new SealOfTruthDoT(Character, Stats, 5f);
                    skills[DamageAbility.Judgement] = new JudgementOfTruth(Character, Stats, 5f);
                    break;
                default:
                    skills[DamageAbility.Seal] = new NullSeal(Character, Stats);
                    skills[DamageAbility.SealDot] = new NullSealDoT(Character, Stats);
                    skills[DamageAbility.Judgement] = new NullJudgement(Character, Stats);
                    break;
            }
            #endregion

            CalcRotation();
        }
Ejemplo n.º 16
0
Archivo: Skill.cs Proyecto: rakot/rawr
        public CrusaderStrike(Character character, StatsRetri stats) : base("Crusader Strike", character, stats, AbilityType.Melee, DamageType.Physical, true)
        {
            CT = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.MeleeMH);
            CT.AbilityCritCorr = Talents.RuleOfLaw * PaladinConstants.RULE_OF_LAW +
                                 (Talents.GlyphOfCrusaderStrike ? PaladinConstants.GLYPH_OF_CRUSADER_STRIKE : 0);
            AbilityDamageMulitplier[Multiplier.Talents] = (1f + PaladinConstants.CRUSADE * Talents.Crusade);
            AbilityDamageMulitplier[Multiplier.Sets]    = (1f + Stats.BonusDamageMultiplierCrusaderStrike);
            Cooldown      = PaladinConstants.CS_COOLDOWN / (Talents.SanctityOfBattle > 0 ? (1f + _stats.SpellHaste) : 1f);
            AbilityDamage = AbilityHelper.WeaponDamage(_character, _stats.AttackPower, true) * PaladinConstants.CS_DMG_BONUS;

            if (_stats.T12_2P)
            {
                MagicDamage spell = new MagicDamage("T12 2P Bonus", _character, new StatsRetri(), DamageType.Fire, true);
                spell.CT.CanCrit    = false;
                spell.CT.CanMiss    = false;
                spell.AbilityDamage = AverageDamage * .15f;
                AddTrigger(spell);
            }
            //Hand of Light
            AddTrigger(new HandofLight(Character, Stats, AverageDamage));

            _CycleTime = GCD * 2f + (1.5f / (1 + Stats.SpellHaste) + Latency);
        }
Ejemplo n.º 17
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Archivo: Skill.cs Proyecto: rakot/rawr
 public SealOfTruth(Character character, StatsRetri stats) : base("Seal of Truth", character, stats, AbilityType.Melee)
 {
     CT            = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.MeleeMH);
     CT.CanMiss    = false;
     AbilityDamage = AbilityHelper.WeaponDamage(_character, _stats.AttackPower) * PaladinConstants.SOT_SEAL_COEFF;
 }
Ejemplo n.º 18
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        public StatsRetri GetCharacterStats(Character character, Item additionalItem, bool computeAverageStats)
        {
            PaladinTalents talents = character.PaladinTalents;
            CalculationOptionsRetribution calcOpts = character.CalculationOptions as CalculationOptionsRetribution;

            StatsRetri stats = new StatsRetri();
            stats.Accumulate(BaseStats.GetBaseStats(character.Level, CharacterClass.Paladin, character.Race)); //Race
            stats.Accumulate(GetItemStats(character, additionalItem));                                         //Items 
            stats.Accumulate(GetBuffsStats(character, calcOpts));                                              //Buffs 

            // Adjust expertise for racial passive
            stats.Expertise += BaseStats.GetRacialExpertise(character, ItemSlot.MainHand);
            // Judgements of the pure (Flat because it has nearly always a 100% chance.
            stats.PhysicalHaste += PaladinConstants.JUDGEMENTS_OF_THE_PURE * talents.JudgementsOfThePure;
            stats.SpellHaste += PaladinConstants.JUDGEMENTS_OF_THE_PURE * talents.JudgementsOfThePure;
            
            //Sets
            stats.SetSets(character);
                        
            // If wanted, Average out any Proc and OnUse effects into the stats
            if (computeAverageStats)
            {
                StatsRetri statsTmp = stats.Clone();
                ConvertRatings(statsTmp, talents, character);// Convert ratings so we have right value for haste, weaponspeed and talents etc.
                RotationCalculation rot = CreateRotation(character, statsTmp);

                Dictionary<Trigger, float> triggerIntervals = new Dictionary<Trigger, float>();
                Dictionary<Trigger, float> triggerChances = new Dictionary<Trigger, float>();
                CalculateTriggers(triggerIntervals, triggerChances, rot);

                //Talent special effects
                //GoaK Strength
                stats.AddSpecialEffect(_GoakSE);
                
                // Average out proc effects, and add to global stats.
                Stats statsAverage = new Stats();
                foreach (SpecialEffect effect in stats.SpecialEffects())
                    statsAverage.Accumulate(effect.GetAverageStats(triggerIntervals, triggerChances, AbilityHelper.BaseWeaponSpeed(character), character.BossOptions.BerserkTimer));
                stats.Accumulate(statsAverage);
            }

            // No negative values (from possible charts)
            if (stats.Strength < 0)
                stats.Strength = 0;
            if (stats.Agility < 0)
                stats.Agility = 0;
            if (stats.AttackPower < 0)
                stats.AttackPower = 0;
            if (stats.ExpertiseRating < 0)
                stats.ExpertiseRating = 0;
            if (stats.HitRating < 0)
                stats.HitRating = 0;
            if (stats.CritRating < 0)
                stats.CritRating = 0;
            if (stats.HasteRating < 0)
                stats.HasteRating = 0;
            if (stats.SpellPower < 0)
                stats.SpellPower = 0;
            if (stats.MasteryRating < 0)
                stats.MasteryRating = 0;
        
            // ConvertRatings needs to be done AFTER accounting for the averaged stats, since stat multipliers 
            // should affect the averaged stats also.
            ConvertRatings(stats, talents, character);

            return stats;
        }
Ejemplo n.º 19
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 public RotationCalculation CreateRotation(Character character, StatsRetri stats)
 {
     return new RotationCalculation(character, stats);
 }
Ejemplo n.º 20
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Archivo: Skill.cs Proyecto: rakot/rawr
 public Inquisition(Character character, StatsRetri stats, int hp) : base("Inquisition", character, stats, AbilityType.Spell, DamageType.Holy)
 {
     HP       = hp;
     Cooldown = Duration;
 }
Ejemplo n.º 21
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Archivo: Skill.cs Proyecto: rakot/rawr
 public GuardianOfTheAncientKingsFinal(Character character, StatsRetri stats) : base("Ancient Fury", character, stats, AbilityType.Spell, DamageType.Holy, false)
 {
     CT            = new BaseSpellCombatTable(character.BossOptions, _stats, Attacktype.Spell);
     AbilityDamage = (PaladinConstants.AF_BASE_DMG * 20f) +
                     PaladinConstants.AF_COEFF_AP * _stats.AttackPower;
 }
Ejemplo n.º 22
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Archivo: Skill.cs Proyecto: rakot/rawr
 public JudgementOfRighteousness(Character character, StatsRetri stats) : base("Judgement of Righteousness", character, stats)
 {
     AbilityDamage += _stats.SpellPower * PaladinConstants.JOR_COEFF_SP +
                      _stats.AttackPower * PaladinConstants.JOR_COEFF_AP;
 }
Ejemplo n.º 23
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Archivo: Skill.cs Proyecto: rakot/rawr
 public SealOfCommand(Character character, StatsRetri stats) : base("Seal of Command", character, stats, AbilityType.Melee, DamageType.Holy, false)
 {
     CT = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.MeleeMH);
     AbilityDamageMulitplier[Multiplier.Others] = (1f + PaladinConstants.TWO_H_SPEC);
     AbilityDamage = (Talents.SealsOfCommand > 0 ? AbilityHelper.WeaponDamage(_character, _stats.AttackPower) * PaladinConstants.SOC_COEFF : 0f);
 }
Ejemplo n.º 24
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Archivo: Skill.cs Proyecto: rakot/rawr
 public Seal(string name, Character character, StatsRetri stats, AbilityType abilityType) : base(name, character, stats, abilityType, DamageType.Holy, false)
 {
     AbilityDamageMulitplier[Multiplier.Talents] = (1f + PaladinConstants.SEALS_OF_THE_PURE * Talents.SealsOfThePure);
     AbilityDamageMulitplier[Multiplier.Others]  = (1f + PaladinConstants.TWO_H_SPEC);
 }
Ejemplo n.º 25
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Archivo: Skill.cs Proyecto: rakot/rawr
 public NullJudgement(Character character, StatsRetri stats) : base("Judgement", character, stats)
 {
     CT            = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.Ranged);
     AbilityDamage = 0;
 }
Ejemplo n.º 26
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Archivo: Skill.cs Proyecto: rakot/rawr
 public NullSealDoT(Character character, StatsRetri stats) : base("Seal Dot", character, stats, AbilityType.Melee, DamageType.Holy)
 {
     CT            = new BasePhysicalYellowCombatTable(Character.BossOptions, _stats, Attacktype.MeleeMH);
     AbilityDamage = 0;
 }
Ejemplo n.º 27
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Archivo: Skill.cs Proyecto: rakot/rawr
 public White(Character character, StatsRetri stats) : base("Autoattack", character, stats, AbilityType.Melee, DamageType.Physical, false)
 {
     CT            = new BasePhysicalWhiteCombatTable(Character.BossOptions, _stats, Attacktype.MeleeMH);
     AbilityDamage = AbilityHelper.WeaponDamage(_character, _stats.AttackPower);
 }