Example #1
0
        public static BestModsResult FindBestMods(Eidolon pEidolon, DPSCase pCase, Weapon pSniper, Health pHealthType, Mod pRiven1, Mod pRiven2, Mod pArcanes, bool pAllowHeavyCaliber)
        {
            //List<Mod> allMods = new List<Mod>(MainMods.TestMods);
            List <Mod> allMods = new List <Mod>(MainMods.AllMods(pSniper.WeaponClass, pAllowHeavyCaliber, pSniper.AugmentNames));

            allMods.Remove(allMods.Where((x) => x.Name == "Riven").Single());

            for (int i = allMods.Count - 1; i >= 0; i--)
            {
                var mod = allMods[i];
                if (mod.IsAugment)
                {
                    if (!pSniper.AugmentNames.Contains(mod.Name))
                    {
                        allMods.RemoveAt(i);
                    }
                }
            }

            if (pRiven1 == null && pRiven2 == null)
            {
                return(FindBestMods(pEidolon, pCase, pSniper, pHealthType, allMods, pArcanes));
            }

            BestModsResult result1 = null;
            BestModsResult result2 = null;

            if (pRiven1 != null)
            {
                allMods.Add(pRiven1);
                result1 = FindBestMods(pEidolon, pCase, pSniper, pHealthType, allMods, pArcanes);
                allMods.Remove(pRiven1);
            }
            if (pRiven2 != null)
            {
                allMods.Add(pRiven2);
                result2 = FindBestMods(pEidolon, pCase, pSniper, pHealthType, allMods, pArcanes);
                allMods.Remove(pRiven2);
            }

            if (result1 == null)
            {
                return(result2);
            }
            if (result2 == null)
            {
                return(result1);
            }

            return
                (result1.DPSResult.ToLimbBreak_TimeSeconds <
                 result2.DPSResult.ToLimbBreak_TimeSeconds ?
                 result1 : result2);
        }
Example #2
0
        public static DPSResult MainCalculation(Eidolon pEidolon, DPSCase pCase, Weapon pSniper, Elements[] pElements, Health pHealthType, int pNumberOfUserShotsToCalculateDamageFor, params Mod[] pMods)
        {
            var dps = DPSBreakdown.FromPrimitives(pSniper, pCase, pElements, pHealthType, pMods);

            double MagazineTime     = (dps.Magazine / dps.FireRate) + dps.Reload;
            double BulletsPerSecond = dps.Magazine / MagazineTime;

            int baseLevel = 0;

            switch (pEidolon)
            {
            case Eidolon.Terry: baseLevel = 50; break;

            case Eidolon.Gary: baseLevel = 55; break;

            case Eidolon.Harry: baseLevel = 60; break;

            default: throw new NotImplementedException("Unknown Eidolon: " + pEidolon.ToString());
            }

            DPSResult result = new DPSResult();

            //Current Health = Base Health × (1 + (Current Level − Base Level )^2 × 0.015 )
            result.EidolonLimbHealth = 15000 * (1.0 + ((baseLevel - 1) * (baseLevel - 1)) * 0.015);


            var simInput = new DPSCalcPerformanceCritical.SimulationInput();

            simInput.LimbHealth = result.EidolonLimbHealth;
            simInput.Magazine   = dps.Magazine;
            simInput.FireRate   = dps.FireRate;
            simInput.NumberOfUserShotsToCalculateDamageFor = pNumberOfUserShotsToCalculateDamageFor;
            simInput.PelletsTillx15 = pSniper.PelletsTillx15;
            simInput.Case           = pCase;
            simInput.TotalMultishot = dps.TotalMultishot;
            simInput.TotalDamageWithAllFactorsIncluded = dps.TotalDamage_6_WithHealthTypeFactors;

            var simResult = DPSCalcPerformanceCritical.Simulate(simInput);

            result.ToLimbBreak_NumReloads           = simResult.NumReloads;
            result.ToLimbBreak_NumShots             = simResult.NumShots;
            result.ToLimbBreak_TotalDamage          = simResult.TotalDamage;
            result.ToLimbBreak_TimeSeconds          = (simResult.NumShots * (1.0 / dps.FireRate)) + (simResult.NumReloads * dps.Reload);
            result.DamageAfterVariableNumberOfShots = simResult.DamageAfterUserNumberOfShots;

            result.WFBuilderSustainedRaw     = dps.TotalDamage_5_WithMultishot * BulletsPerSecond;
            result.WFBuilderSustainedDetails = dps.TotalDamage_6_WithHealthTypeFactors * BulletsPerSecond;
            result.ReloadTime = TimeSpan.FromSeconds(dps.Reload);
            return(result);
        }
Example #3
0
        private static BestModsResult FindBestMods(Eidolon pEidolon, DPSCase pCase, Weapon pSniper, Health pHealthType, IReadOnlyCollection <Mod> pMods, Mod pArcanes)
        {
            var perms     = Permutations(pMods.ToList(), 8, 8);
            int permCount = perms.Count;

            BestModsResult bestResult = null;

            for (int i = 0; i < perms.Count; i++)
            {
                var perm = perms[i];
                perm.Add(pArcanes);
                var elems = ElementCombinations.PossibleCombinations(perm);
                foreach (var elem in elems)
                {
                    var thisResult = MainCalculation(pEidolon, pCase, pSniper, elem, pHealthType, 0, perm.ToArray());
                    if (bestResult == null || thisResult.ToLimbBreak_TimeSeconds < bestResult.DPSResult.ToLimbBreak_TimeSeconds)
                    {
                        bestResult = new BestModsResult(perm, elem, thisResult);
                    }
                }
            }
            bestResult.Mods.Remove(pArcanes);
            return(bestResult);
        }
Example #4
0
            public static DPSBreakdown FromPrimitives(Weapon pSniper, DPSCase pCase, Elements[] pElements, Health pHealthType, params Mod[] pMods)
            {
                //First do base damage mods (Serration, Heavy Caliber)
                double baseImpact   = pSniper.Impact;
                double basePuncture = pSniper.Puncture;
                double baseSlash    = pSniper.Slash;

                double baseElectric = pSniper.Electric;

                double baseCold      = pSniper.Cold;
                double baseHeat      = pSniper.Heat;
                double baseToxin     = pSniper.Toxin;
                double baseMagnetic  = pSniper.Magnetic;
                double baseBlast     = pSniper.Blast;
                double baseViral     = pSniper.Viral;
                double baseRadiation = pSniper.Radiation;
                double baseCorrosive = pSniper.Corrosive;
                double baseGas       = pSniper.Gas;



                foreach (var mod in pMods)
                {
                    baseImpact   += pSniper.Impact * mod.Damage.AsDecimal0to1;
                    basePuncture += pSniper.Puncture * mod.Damage.AsDecimal0to1;
                    baseSlash    += pSniper.Slash * mod.Damage.AsDecimal0to1;

                    baseElectric += pSniper.Electric * mod.Damage.AsDecimal0to1;
                    baseCold     += pSniper.Cold * mod.Damage.AsDecimal0to1;
                    baseHeat     += pSniper.Heat * mod.Damage.AsDecimal0to1;
                    baseToxin    += pSniper.Toxin * mod.Damage.AsDecimal0to1;

                    baseMagnetic  += pSniper.Magnetic * mod.Damage.AsDecimal0to1;
                    baseBlast     += pSniper.Blast * mod.Damage.AsDecimal0to1;
                    baseViral     += pSniper.Viral * mod.Damage.AsDecimal0to1;
                    baseRadiation += pSniper.Radiation * mod.Damage.AsDecimal0to1;
                    baseCorrosive += pSniper.Corrosive * mod.Damage.AsDecimal0to1;
                    baseGas       += pSniper.Gas * mod.Damage.AsDecimal0to1;
                }

                DPSBreakdown result = new DPSBreakdown();

                result.Impact   = baseImpact;
                result.Puncture = basePuncture;
                result.Slash    = baseSlash;

                result.Cold      = baseCold;
                result.Electric  = baseElectric;
                result.Heat      = baseHeat;
                result.Toxin     = baseToxin;
                result.Magnetic  = baseMagnetic;
                result.Blast     = baseBlast;
                result.Viral     = baseViral;
                result.Radiation = baseRadiation;
                result.Corrosive = baseCorrosive;
                result.Gas       = baseGas;

                result.TotalDamage_1_WithDamageMods = baseImpact
                                                      + basePuncture
                                                      + baseSlash
                                                      + baseElectric
                                                      + baseCold
                                                      + baseHeat
                                                      + baseToxin
                                                      + baseMagnetic
                                                      + baseBlast
                                                      + baseViral
                                                      + baseRadiation
                                                      + baseCorrosive
                                                      + baseGas;


                //Now do mods that can be calculated independent of each other
                double fMagazine = pSniper.Magazine;

                result.FireRate            = pSniper.FireRate;
                result.Reload              = pSniper.Reload;
                result.TotalMultishot      = 0.0;
                result.TotalCritChance     = pSniper.CritChance.AsDecimal0to1;
                result.TotalCritMultiplier = pSniper.CritMultiplier;
                result.AugmentBonusDamage  = Percent.Zero;

                double reloadModifierDecimal0to1 = 0.0;

                foreach (var mod in pMods)
                {
                    fMagazine                  += (pSniper.Magazine * mod.MagazineSize.AsDecimal0to1);
                    result.FireRate            += pSniper.FireRate * mod.FireRate.AsDecimal0to1;
                    reloadModifierDecimal0to1  += mod.Reload.AsDecimal0to1;
                    result.Reload              += pSniper.Reload * mod.Reload.AsDecimal0to1;
                    result.TotalMultishot      += mod.Multishot.AsDecimal0to1;
                    result.TotalCritChance     += pSniper.CritChance.AsDecimal0to1 * mod.CritChance.AsDecimal0to1;
                    result.TotalCritMultiplier += pSniper.CritMultiplier * mod.CritDamage.AsDecimal0to1;

                    result.Impact   += baseImpact * mod.Impact.AsDecimal0to1;
                    result.Puncture += basePuncture * mod.Puncture.AsDecimal0to1;
                    result.Slash    += baseSlash * mod.Slash.AsDecimal0to1;

                    result.Heat     += result.TotalDamage_1_WithDamageMods * mod.Heat.AsDecimal0to1;
                    result.Cold     += result.TotalDamage_1_WithDamageMods * mod.Cold.AsDecimal0to1;
                    result.Toxin    += result.TotalDamage_1_WithDamageMods * mod.Toxin.AsDecimal0to1;
                    result.Electric += result.TotalDamage_1_WithDamageMods * mod.Electric.AsDecimal0to1;

                    if (mod.AugmentBonus != null)
                    {
                        double abd = result.AugmentBonusDamage.AsDecimal0to1;
                        result.AugmentBonusDamage = Percent.FromDecimal0to1(abd + mod.AugmentBonus.AsDecimal0to1);
                    }
                }

                result.Magazine = (int)fMagazine;
                result.Reload   = pSniper.Reload / (1.0 + reloadModifierDecimal0to1);

                result.TotalDamage_2_WithElementMods  = result.Impact;
                result.TotalDamage_2_WithElementMods += result.Puncture;
                result.TotalDamage_2_WithElementMods += result.Slash;
                result.TotalDamage_2_WithElementMods += result.Heat;
                result.TotalDamage_2_WithElementMods += result.Cold;
                result.TotalDamage_2_WithElementMods += result.Toxin;
                result.TotalDamage_2_WithElementMods += result.Electric;

                result.TotalDamage_2_WithElementMods += result.Magnetic;
                result.TotalDamage_2_WithElementMods += result.Blast;
                result.TotalDamage_2_WithElementMods += result.Viral;
                result.TotalDamage_2_WithElementMods += result.Radiation;
                result.TotalDamage_2_WithElementMods += result.Corrosive;
                result.TotalDamage_2_WithElementMods += result.Gas;


                //Now combine multiple elements however the user has them arranged
                MergeElements(pElements.Contains(Elements.Magnetic), baseMagnetic, ref result.Cold, ref result.Electric, out result.Magnetic);
                MergeElements(pElements.Contains(Elements.Gas), baseGas, ref result.Heat, ref result.Toxin, out result.Gas);

                MergeElements(pElements.Contains(Elements.Viral), baseViral, ref result.Cold, ref result.Toxin, out result.Viral);
                MergeElements(pElements.Contains(Elements.Radiation), baseRadiation, ref result.Heat, ref result.Electric, out result.Radiation);

                MergeElements(pElements.Contains(Elements.Corrosive), baseCorrosive, ref result.Electric, ref result.Toxin, out result.Corrosive);
                MergeElements(pElements.Contains(Elements.Blast), baseBlast, ref result.Cold, ref result.Heat, out result.Blast);

                result.TotalCritChance += pSniper.ZoomBonusCC.AsDecimal0to1;

                int    CritChanceLevel     = 0;
                double CritChanceRemainder = result.TotalCritChance;

                while (CritChanceRemainder > 1.0)
                {
                    CritChanceRemainder -= 1.0;
                    CritChanceLevel++;
                }
                double CritChanceFloor   = 1.0 - CritChanceRemainder;
                double CritChanceCeiling = CritChanceRemainder;

                result.TotalCritMultiplier += pSniper.ZoomBonusCD.AsDecimal0to1 * pSniper.CritMultiplier;

                double CritMultiFloor   = CritChanceLevel * (result.TotalCritMultiplier - 1) + 1;
                double CritMultiCeiling = (CritChanceLevel + 1) * (result.TotalCritMultiplier - 1) + 1;

                result.TotalDamage_3_WithCriticalHits = 0.0;
                switch (pCase)
                {
                case DPSCase.Average:
                    result.TotalDamage_3_WithCriticalHits += CritMultiFloor * CritChanceFloor * result.TotalDamage_2_WithElementMods;
                    result.TotalDamage_3_WithCriticalHits += CritMultiCeiling * CritChanceCeiling * result.TotalDamage_2_WithElementMods;
                    break;

                case DPSCase.Best:
                    result.TotalDamage_3_WithCriticalHits = CritMultiCeiling * result.TotalDamage_2_WithElementMods;
                    break;

                case DPSCase.Worst:
                    result.TotalDamage_3_WithCriticalHits = CritMultiFloor * result.TotalDamage_2_WithElementMods;
                    break;

                default: throw new NotImplementedException("Unknown DPSCase: " + pCase.ToString());
                }

                result.TotalDamage_4_WithAugmentBonus = result.TotalDamage_3_WithCriticalHits * (1.0 + result.AugmentBonusDamage.AsDecimal0to1);

                switch (pCase)
                {
                case DPSCase.Average:
                    result.TotalDamage_5_WithMultishot = result.TotalDamage_4_WithAugmentBonus * (1.0 + result.TotalMultishot);
                    break;

                case DPSCase.Best:
                    result.TotalDamage_5_WithMultishot = result.TotalDamage_4_WithAugmentBonus * (1.0 + Math.Ceiling(result.TotalMultishot));
                    break;

                case DPSCase.Worst:
                    result.TotalDamage_5_WithMultishot = result.TotalDamage_4_WithAugmentBonus * (1.0 + Math.Floor(result.TotalMultishot));
                    break;

                default: throw new NotImplementedException("Unknown DPSCase: " + pCase.ToString());
                }

                result.TotalDamage_6_WithHealthTypeFactors = VsHealthType(result, pHealthType);


                return(result);
            }