public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { Dictionary <string, string> dictValues = new Dictionary <string, string>(); int levelDifference = TargetLevel - CharacterLevel; float baseMiss = StatConversion.WHITE_MISS_CHANCE_CAP[levelDifference] - BasicStats.PhysicalHit; float baseDodge = StatConversion.WHITE_DODGE_CHANCE_CAP[levelDifference] - StatConversion.GetDodgeParryReducFromExpertise(BasicStats.Expertise); float baseParry = StatConversion.WHITE_PARRY_CHANCE_CAP[levelDifference] - StatConversion.GetDodgeParryReducFromExpertise(BasicStats.Expertise); float capMiss = (float)Math.Ceiling(baseMiss * StatConversion.RATING_PER_PHYSICALHIT); float capDodge = (float)Math.Ceiling(baseDodge * 400f * StatConversion.RATING_PER_EXPERTISE); float capParry = (float)Math.Ceiling(baseParry * 400f * StatConversion.RATING_PER_EXPERTISE); string tipMiss = string.Empty; if (BasicStats.HitRating > capMiss) { tipMiss = string.Format("*Over the cap by {0} Hit Rating", BasicStats.HitRating - capMiss); } else if (BasicStats.HitRating < capMiss) { tipMiss = string.Format("*Under the cap by {0} Hit Rating", capMiss - BasicStats.HitRating); } else { tipMiss = "*Exactly at the cap"; } string tipDodgeParry = string.Empty; if (BasicStats.ExpertiseRating > capDodge) { tipDodgeParry = string.Format("*Over the dodge cap by {0} Expertise Rating\r\n", BasicStats.ExpertiseRating - capDodge); } else if (BasicStats.ExpertiseRating < capDodge) { tipDodgeParry = string.Format("*Under the dodge cap by {0} Expertise Rating\r\n", capDodge - BasicStats.ExpertiseRating); } else { tipDodgeParry = "*Exactly at the dodge cap"; } if (BasicStats.ExpertiseRating > capParry) { tipDodgeParry += string.Format("Over the parry cap by {0} Expertise Rating", BasicStats.ExpertiseRating - capParry); } else if (BasicStats.ExpertiseRating < capParry) { tipDodgeParry += string.Format("Under the parry cap by {0} Expertise Rating", capParry - BasicStats.ExpertiseRating); } else { tipDodgeParry += "Exactly at the parry cap"; } int armorCap = (int)Math.Ceiling(6502.5f * TargetLevel - 474502.5f); float levelDifferenceAvoidance = 0.002f * levelDifference; float targetCritReduction = StatConversion.NPC_LEVEL_CRIT_MOD[levelDifference]; /*int defToCap = 0, resToCap = 0; * if (CritReduction < targetCritReduction) * { * //while (((float)Math.Floor((BasicStats.DefenseRating + defToCap) / (123f / 52f)) * 0.04f) * //+ BasicStats.Resilience / (2050f / 52f) + BasicStats.CritChanceReduction < targetCritReduction) * // defToCap++; * //while (((float)Math.Floor(BasicStats.DefenseRating / (123f / 52f)) * 0.04f) * //+ (BasicStats.Resilience + resToCap) / (2050f / 52f) + BasicStats.CritChanceReduction < targetCritReduction) * // resToCap++; * while (((float)Math.Floor(StatConversion.GetDefenseFromRating(BasicStats.DefenseRating + defToCap)) * 0.0004f) + StatConversion.GetCritReductionFromResilience(BasicStats.Resilience) + BasicStats.CritChanceReduction < targetCritReduction) + defToCap++; + while (((float)Math.Floor(StatConversion.GetDefenseFromRating(BasicStats.DefenseRating)) * 0.0004f) + StatConversion.GetCritReductionFromResilience(BasicStats.Resilience + resToCap) + BasicStats.CritChanceReduction < targetCritReduction) + resToCap++; + } + else if (CritReduction > targetCritReduction) + { + //while (((float)Math.Floor((BasicStats.DefenseRating + defToCap) / (123f / 52f)) * 0.04f) + //+ BasicStats.Resilience / (2050f / 52f) + BasicStats.CritChanceReduction > targetCritReduction) + // defToCap--; + //while (((float)Math.Floor(BasicStats.DefenseRating / (123f / 52f)) * 0.04f) + //+ (BasicStats.Resilience + resToCap) / (2050f / 52f) + BasicStats.CritChanceReduction > targetCritReduction) + // resToCap--; + + while (((float)Math.Floor(StatConversion.GetDefenseFromRating(BasicStats.DefenseRating + defToCap)) * 0.0004f) + StatConversion.GetCritReductionFromResilience(BasicStats.Resilience) + BasicStats.CritChanceReduction > targetCritReduction) + defToCap--; + while (((float)Math.Floor(StatConversion.GetDefenseFromRating(BasicStats.DefenseRating)) * 0.0004f) + StatConversion.GetCritReductionFromResilience(BasicStats.Resilience + resToCap) + BasicStats.CritChanceReduction > targetCritReduction) + resToCap--; + defToCap++; + resToCap++; + }*/ // Changed to not just give a resist rating, but a breakdown of the resulting resist values in the tooltip string tipResist = string.Empty; tipResist = StatConversion.GetResistanceTableString(TargetLevel, CharacterLevel, BasicStats.NatureResistance, 0); dictValues.Add("Nature Resist", BasicStats.NatureResistance.ToString() + "*" + tipResist); tipResist = StatConversion.GetResistanceTableString(TargetLevel, CharacterLevel, BasicStats.ArcaneResistance, 0); dictValues.Add("Arcane Resist", BasicStats.ArcaneResistance.ToString() + "*" + tipResist); tipResist = StatConversion.GetResistanceTableString(TargetLevel, CharacterLevel, BasicStats.FrostResistance, 0); dictValues.Add("Frost Resist", BasicStats.FrostResistance.ToString() + "*" + tipResist); tipResist = StatConversion.GetResistanceTableString(TargetLevel, CharacterLevel, BasicStats.FireResistance, 0); dictValues.Add("Fire Resist", BasicStats.FireResistance.ToString() + "*" + tipResist); tipResist = StatConversion.GetResistanceTableString(TargetLevel, CharacterLevel, BasicStats.ShadowResistance, 0); dictValues.Add("Shadow Resist", BasicStats.ShadowResistance.ToString() + "*" + tipResist); dictValues.Add("Health", BasicStats.Health.ToString()); dictValues.Add("Agility", BasicStats.Agility.ToString()); dictValues.Add("Armor", BasicStats.Armor.ToString()); dictValues.Add("Stamina", BasicStats.Stamina.ToString()); dictValues.Add("Dodge Rating", BasicStats.DodgeRating.ToString()); dictValues.Add("Mastery", string.Format("{0}*{1} Mastery Rating", StatConversion.GetMasteryFromRating(BasicStats.MasteryRating) + 8f, BasicStats.MasteryRating.ToString())); dictValues.Add("Resilience", BasicStats.Resilience.ToString()); dictValues.Add("Dodge", Dodge.ToString("0.000%")); dictValues.Add("Miss", Miss.ToString("0.000%")); if (BasicStats.Armor == armorCap) { dictValues.Add("Armor Damage Reduction", DamageReductionFromArmor.ToString("0.000%") + string.Format("*Exactly at the armor cap against level {0} mobs.", TargetLevel)); } else if (BasicStats.Armor > armorCap) { dictValues.Add("Armor Damage Reduction", DamageReductionFromArmor.ToString("0.000%") + string.Format("*Over the armor cap by {0} armor.", BasicStats.Armor - armorCap)); } else { dictValues.Add("Armor Damage Reduction", DamageReductionFromArmor.ToString("0.000%") + string.Format("*Short of the armor cap by {0} armor.", armorCap - BasicStats.Armor)); } dictValues.Add("Total Damage Reduction", TotalConstantDamageReduction.ToString("0.000%")); dictValues.Add("Avoidance PreDR", AvoidancePreDR.ToString("0.000%")); dictValues.Add("Avoidance PostDR", AvoidancePostDR.ToString("0.000%")); dictValues.Add("Total Mitigation", TotalMitigation.ToString("0.000%")); dictValues.Add("Damage Taken", DamageTaken.ToString("0.000%")); dictValues.Add("Savage Defense", string.Format( "{0} ~ {1}*{0} chance to absorb incoming hit\r\n{1} absorbed per hit\r\n{2} of incoming damage absorbed", SavageDefenseChance.ToString("0.000%"), SavageDefenseValue, SavageDefensePercent.ToString("0.000%"))); dictValues.Add("Chance to be Crit", ((0.05f + levelDifferenceAvoidance) - CritReduction).ToString("0.000%")); dictValues.Add("Overall Points", OverallPoints.ToString()); dictValues.Add("Mitigation Points", MitigationPoints.ToString()); dictValues.Add("Survival Points", string.Format("{0}*{1} Before Soft Cap", SurvivabilityPoints.ToString(), SurvivalPointsRaw.ToString())); dictValues.Add("Threat Points", ThreatPoints.ToString()); dictValues["Nature Survival"] = NatureSurvivalPoints.ToString(); dictValues["Frost Survival"] = FrostSurvivalPoints.ToString(); dictValues["Fire Survival"] = FireSurvivalPoints.ToString(); dictValues["Shadow Survival"] = ShadowSurvivalPoints.ToString(); dictValues["Arcane Survival"] = ArcaneSurvivalPoints.ToString(); dictValues["Strength"] = BasicStats.Strength.ToString(); dictValues["Attack Power"] = string.Format("{0}*{1} with Vengeance", (BasicStats.AttackPower - AverageVengeanceAP), BasicStats.AttackPower); dictValues["Average Vengeance AP"] = AverageVengeanceAP.ToString("N1"); dictValues["Crit Rating"] = BasicStats.CritRating.ToString(); dictValues["Hit Rating"] = BasicStats.HitRating.ToString() + tipMiss; dictValues["Expertise Rating"] = BasicStats.ExpertiseRating.ToString() + tipDodgeParry; dictValues["Haste Rating"] = string.Format("{0}*{1}sec Attack Speed", BasicStats.HasteRating, AttackSpeed.ToString("0.000")); //dictValues["Armor Penetration Rating"] = BasicStats.ArmorPenetrationRating.ToString(); dictValues["Avoided Attacks"] = String.Format("{0}*{1} Missed\r\n{2} Dodged\r\n{3} Parried", AvoidedAttacks.ToString("0.000%"), MissedAttacks.ToString("0.000%"), DodgedAttacks.ToString("0.000%"), ParriedAttacks.ToString("0.000%")); dictValues["Highest DPS Rotation"] = HighestDPSRotation.Name; dictValues["Highest TPS Rotation"] = HighestTPSRotation.Name; dictValues["Swipe Rotation"] = ""; dictValues["Custom Rotation"] = ""; //string rotationFormat = "{0} DPS, {1} TPS*{2}"; //dictValues["Highest DPS Rotation"] = String.Format(rotationFormat, Math.Round(HighestDPSRotation.DPS), Math.Round(HighestDPSRotation.TPS), GetRotationTooltip(HighestDPSRotation.Name)); //dictValues["Highest TPS Rotation"] = String.Format(rotationFormat, Math.Round(HighestTPSRotation.DPS), Math.Round(HighestTPSRotation.TPS), GetRotationTooltip(HighestTPSRotation.Name)); //dictValues["Swipe Rotation"] = String.Format(rotationFormat, Math.Round(SwipeRotation.DPS), Math.Round(SwipeRotation.TPS), GetRotationTooltip(SwipeRotation.Name)); //dictValues["Custom Rotation"] = String.Format(rotationFormat, Math.Round(CustomRotation.DPS), Math.Round(CustomRotation.TPS), GetRotationTooltip(CustomRotation.Name)); dictValues["Melee"] = Abilities.MeleeStats.ToString(); dictValues["Maul"] = Abilities.MaulStats.ToString(); dictValues["Mangle"] = Abilities.MangleStats.ToString(); dictValues["Lacerate"] = Abilities.LacerateStats.ToString(); dictValues["Pulverize"] = Abilities.PulverizeStats.ToString(); dictValues["Swipe"] = Abilities.SwipeStats.ToString(); dictValues["Thrash"] = Abilities.ThrashStats.ToString(); dictValues["Faerie Fire"] = Abilities.FaerieFireStats.ToString(); dictValues["Thorns"] = Abilities.ThornsStats.ToString(); //string attackFormat = "{0} Dmg, {1} Threat*Per Hit: {0} Damage, {1} Threat\r\nPer Average Swing: {2} Damage, {3} Threat"; //string attackFormatWithRage = attackFormat + "\r\nThreat Per Rage: {4}\r\nDamage Per Rage: {5}"; //dictValues["Melee"] = String.Format(attackFormat, MeleeDamageRaw, MeleeThreatRaw, MeleeDamageAverage, MeleeThreatAverage); //dictValues["Maul"] = String.Format(attackFormatWithRage, MaulDamageRaw, MaulThreatRaw, MaulDamageAverage, MaulThreatAverage, MaulTPR, MaulDPR); //dictValues["Mangle"] = String.Format(attackFormatWithRage, MangleDamageRaw, MangleThreatRaw, MangleDamageAverage, MangleThreatAverage, MangleTPR, MangleDPR); //dictValues["Swipe"] = String.Format(attackFormatWithRage, SwipeDamageRaw, SwipeThreatRaw, SwipeDamageAverage, SwipeThreatAverage, SwipeTPR, SwipeDPR); //dictValues["Faerie Fire"] = String.Format(attackFormat, FaerieFireDamageRaw, FaerieFireThreatRaw, FaerieFireDamageAverage, FaerieFireThreatAverage); //dictValues["Lacerate"] = String.Format(attackFormatWithRage, LacerateDamageRaw, LacerateThreatRaw, LacerateDamageAverage, LacerateThreatAverage, LacerateTPR, LacerateDPR); //dictValues["Lacerate DoT Tick"] = String.Format(attackFormat, LacerateDotDamageRaw, LacerateDotThreatRaw, LacerateDotDamageAverage, LacerateDotThreatAverage).Replace("Swing", "Tick"); return(dictValues); }
public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { Dictionary <string, string> dictValues = new Dictionary <string, string>(); dictValues.Add("DPS Points", DPS.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Survivability Points", Survivability.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Overall Points", OverallPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Health", BasicStats.Health.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Mana", BasicStats.Mana.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Strength", String.Format("{0}*Increases Attack Power by {1}", BasicStats.Strength.ToString("F0", CultureInfo.InvariantCulture), (BasicStats.Strength - 10f).ToString("F0", CultureInfo.InvariantCulture))); dictValues.Add("Agility", String.Format("{0}*Increases Attack Power by {1}\r\nIncreases Critical Hit chance by {2}%", BasicStats.Agility.ToString("F0", CultureInfo.InvariantCulture), ((BasicStats.Agility * 2f) - 20f).ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Stamina", String.Format("{0}*Increase Health by {1}", BasicStats.Stamina.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHealthFromStamina(BasicStats.Stamina)).ToString("F0", CultureInfo.InvariantCulture))); dictValues.Add("Intellect", String.Format("{0}*Increases Mana by {1}\r\nIncreases Spell Power by {2}\r\nIncreases Spell Critical Hit chance by {3}%", BasicStats.Intellect.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetManaFromIntellect(BasicStats.Intellect)).ToString("F0", CultureInfo.InvariantCulture), (BasicStats.Intellect - 10f).ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Spirit", String.Format("{0}*Increases mana regeneration by {1} every 5 seconds while not casting", BasicStats.Spirit.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpiritRegenSec(BasicStats.Spirit, BasicStats.Intellect) * 5f).ToString("F0", CultureInfo.InvariantCulture))); dictValues.Add("Mastery", String.Format("{0}*Mastery rating of {1} adds {2} Mastery\r\nIncreases all Fire, Frost, and Nature Damage by {3}%.", (8f + StatConversion.GetMasteryFromRating(BasicStats.MasteryRating)).ToString("F2", CultureInfo.InvariantCulture), BasicStats.MasteryRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetMasteryFromRating(BasicStats.MasteryRating)).ToString("F2", CultureInfo.InvariantCulture), ((8f + StatConversion.GetMasteryFromRating(BasicStats.MasteryRating)) * 2.5f).ToString("F2", CultureInfo.InvariantCulture))); //dictValues.Add("Damage" //dictValues.Add("DPS" dictValues.Add("Attack Power", BasicStats.AttackPower.ToString("F0", CultureInfo.InvariantCulture)); //dictValues.Add("Speed" dictValues.Add("Melee Haste", String.Format("{0}%*Haste Rating of {1} adds {2}% Haste", (StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture), BasicStats.HasteRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Melee Hit", String.Format("{0}%*Hit Rating of {1} adds {2}% Hit chance\r\n{3}% Draenei Hit Bonus", (StatConversion.GetHitFromRating(BasicStats.HitRating) * 100f + DraeneiHitBonus * 100f).ToString("F2", CultureInfo.InvariantCulture), BasicStats.HitRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHitFromRating(BasicStats.HitRating) * 100f).ToString("F2", CultureInfo.InvariantCulture), DraeneiHitBonus * 100f)); dictValues.Add("Melee Crit", String.Format("{0}%*Crit Rating of {1} adds {2}% Crit chance", ((StatConversion.GetCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f) + (StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.Shaman) * 100f)).ToString("F2", CultureInfo.InvariantCulture), BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Expertise", getExpertiseString());// String.Format("{0} / {1}*Reduces chance to be dodged or parried by {2}% / {3}%\r\nExpertise Rating of {4} adds {5} Expertise", dictValues.Add("Spell Power", BasicStats.SpellPower.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Spell Haste", String.Format("{0}%*Haste Rating of {1} adds {2}% Haste", (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture), BasicStats.HasteRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Spell Hit", String.Format("{0}%*Hit Rating of {1} adds {2}% Hit chance\r\n{3}% Draenei Hit Bonus", (StatConversion.GetSpellHitFromRating(BasicStats.HitRating + ElemPrecMod) * 100f + DraeneiHitBonus * 100f).ToString("F2", CultureInfo.InvariantCulture), (BasicStats.HitRating + ElemPrecMod).ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellHitFromRating(BasicStats.HitRating + ElemPrecMod) * 100f).ToString("F2", CultureInfo.InvariantCulture), DraeneiHitBonus * 100f)); dictValues.Add("Spell Crit", String.Format("{0}%*Crit Rating of {1} adds {2}% Crit chance", ((StatConversion.GetSpellCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f) + (StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect, CharacterClass.Shaman) * 100f)).ToString("F2", CultureInfo.InvariantCulture), BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Combat Regen", String.Format("{0}*{0} mana regenerated every 5 seconds while in combat", BaseRegen.ToString("F0", CultureInfo.InvariantCulture))); //dictValues.Add("Avg Agility", _attackPower.ToString("F0", CultureInfo.InvariantCulture)); //dictValues.Add("Avg Intellect" //dictValues.Add("Avg Mastery" //dictValues.Add("Avg Attack Power" dictValues.Add("Avg Speed", String.Format("{0} / {1}", AvMHSpeed.ToString("F2", CultureInfo.InvariantCulture), AvOHSpeed.ToString("F2", CultureInfo.InvariantCulture))); //dictValues.Add("Avg Melee Haste" //dictValues.Add("Avg Melee Hit" //dictValues.Add("Avg Melee Crit" //dictValues.Add("Avg Expertise" //dictValues.Add("Avg Spell Power" //dictValues.Add("Avg Spell Haste" //dictValues.Add("Avg Spell Hit" //dictValues.Add("Avg Spell Crit" dictValues.Add("Avg Combat Regen", ManaRegen.ToString("F0", CultureInfo.InvariantCulture)); /*dictValues.Add("White Hit", WhiteHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); * if (YellowHit < 100f && TotalExpertiseMH < 26) * { * float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit)); * dictValues.Add("Yellow Hit", String.Format("{0}% (Under Cap)*You need {1} more expertise to cap specials (WF,SS)", * YellowHit.ToString("F2", CultureInfo.InvariantCulture), * ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); * } * else * { * if (ParriedAttacks > 0) * { * float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit)); * dictValues.Add("Yellow Hit", String.Format("{0}%*Being in front of boss allows your attacks to be parried\r\nYou would need {1} more expertise to cap specials (WF,SS)", * YellowHit.ToString("F2", CultureInfo.InvariantCulture), * ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); * } * else * dictValues.Add("Yellow Hit", YellowHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); * } * if (OverSpellHitCap > 0.38f) // only warn if more than .38% over cap (equivalent to 10 hit rating) * dictValues.Add("Spell Hit", String.Format("{0}% (Over Cap)*Over Spell Hit Cap by {1}%", * SpellHit.ToString("F2", CultureInfo.InvariantCulture), * OverSpellHitCap.ToString("F2", CultureInfo.InvariantCulture))); * else * { * if (SpellHit < 100f) * { * float ratingRequired = (float)Math.Ceiling(StatConversion.GetRatingFromSpellHit(1f - SpellHit/100f)); * dictValues.Add("Spell Hit", String.Format("{0}% (Under Cap)*You need {1} more hit rating to cap spells (ES, LB etc)", * SpellHit.ToString("F2", CultureInfo.InvariantCulture), * ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); * } * else * dictValues.Add("Spell Hit", SpellHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); * }*/ /*if (OverMeleeCritCap > 0.21f) // only warn if more than .21% over cap (equivalent to 10 crit rating) * dictValues.Add("Melee Crit", String.Format("{0} (Over Cap)*Crit Rating {1} (+{2}% crit chance)\r\nOver Soft Cap by {3}%", * MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", * BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), * (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture), * OverMeleeCritCap.ToString("F2", CultureInfo.InvariantCulture))); * else * dictValues.Add("Melee Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)", * MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", * BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), * (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); * * dictValues.Add("Spell Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)", * SpellCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", * BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), * (StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture)));*/ float spellMiss = 100 - SpellHit; dictValues.Add("Avoided Attacks", String.Format("{0}%*{1}% Boss Dodged\r\n{2}% Boss Parried\r\n{3}% Spell Misses\r\n{4}% White Misses", AvoidedAttacks.ToString("F2", CultureInfo.InvariantCulture), DodgedAttacks.ToString("F2", CultureInfo.InvariantCulture), ParriedAttacks.ToString("F2", CultureInfo.InvariantCulture), spellMiss.ToString("F2", CultureInfo.InvariantCulture), MissedAttacks.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Armor Mitigation", ArmorMitigation.ToString("F2", CultureInfo.InvariantCulture) + "%*Amount of physical damage lost due to boss armor"); dictValues.Add("ED Uptime", String.Format("{0}%*{1}% ED Bonus Crit", EDUptime.ToString("F2", CultureInfo.InvariantCulture), EDBonusCrit.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Flurry Uptime", FlurryUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Avg Time to 5 Stack", String.Format("{0} sec*{1} PPM", SecondsTo5Stack.ToString("F2", CultureInfo.InvariantCulture), _MWPPM.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("MH Enchant Uptime", MHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("OH Enchant Uptime", OHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Trinket 1 Uptime", Trinket1Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Trinket 2 Uptime", Trinket2Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Fire Totem Uptime", FireTotemUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("White Damage", dpsOutputFormat(SwingDamage, DPS, true)); dictValues.Add("Windfury Attack", dpsOutputFormat(WindfuryAttack, DPS, true)); dictValues.Add("Flametongue Attack", dpsOutputFormat(FlameTongueAttack, DPS, true)); dictValues.Add("Stormstrike", dpsOutputFormat(Stormstrike, DPS, true)); dictValues.Add("Lava Lash", dpsOutputFormat(LavaLash, DPS, true)); dictValues.Add("Searing/Magma Totem", dpsOutputFormat(SearingMagma, DPS, false)); dictValues.Add("Earth Shock", dpsOutputFormat(EarthShock, DPS, false)); dictValues.Add("Flame Shock", dpsOutputFormat(FlameShock, DPS, false)); dictValues.Add("Lightning Bolt", dpsOutputFormat(LightningBolt, DPS, false)); dictValues.Add("Unleash Wind", dpsOutputFormat(UnleashWind, DPS, true)); dictValues.Add("Unleash Flame", dpsOutputFormat(UnleashFlame, DPS, false)); dictValues.Add("Lightning Shield", dpsOutputFormat(LightningShield, DPS, false)); dictValues.Add("Chain Lightning", dpsOutputFormat(ChainLightning, DPS, false)); dictValues.Add("Fire Nova", dpsOutputFormat(FireNova, DPS, false)); dictValues.Add("Fire Elemental", FireElemental.getDPSOutput()); dictValues.Add("Spirit Wolf", dpsOutputFormat(SpiritWolf, DPS, true)); dictValues.Add("Other", dpsOutputFormat(Other, DPS, false)); dictValues.Add("Total DPS", DPS.ToString("F2", CultureInfo.InvariantCulture)); /*dictValues.Add("Status", String.Format("Enhance Model : DPS Points {0}, Survivability Points {1}, Overall Points {2}", * DPS.ToString("F2", CultureInfo.InvariantCulture), * Survivability.ToString("F2", CultureInfo.InvariantCulture), * OverallPoints.ToString("F2", CultureInfo.InvariantCulture)));*/ return(dictValues); }
public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { Dictionary <string, string> dictValues = new Dictionary <string, string>(); dictValues.Add("Health", BasicStats.Health.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Mana", BasicStats.Mana.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Attack Power", BasicStats.AttackPower.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Agility", BasicStats.Agility.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Strength", BasicStats.Strength.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Intellect", BasicStats.Intellect.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("White Hit", WhiteHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); if (YellowHit < 100f && TotalExpertiseMH < 26) { float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit)); dictValues.Add("Yellow Hit", String.Format("{0}% (Under Cap)*You need {1} more expertise to cap specials (WF,SS)", YellowHit.ToString("F2", CultureInfo.InvariantCulture), ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); } else { if (ParriedAttacks > 0) { float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit)); dictValues.Add("Yellow Hit", String.Format("{0}%*Being in front of boss allows your attacks to be parried\r\nYou would need {1} more expertise to cap specials (WF,SS)", YellowHit.ToString("F2", CultureInfo.InvariantCulture), ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); } else { dictValues.Add("Yellow Hit", YellowHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); } } if (OverSpellHitCap > 0.38f) // only warn if more than .38% over cap (equivalent to 10 hit rating) { dictValues.Add("Spell Hit", String.Format("{0}% (Over Cap)*Over Spell Hit Cap by {1}%", SpellHit.ToString("F2", CultureInfo.InvariantCulture), OverSpellHitCap.ToString("F2", CultureInfo.InvariantCulture))); } else { if (SpellHit < 100f) { float ratingRequired = (float)Math.Ceiling(StatConversion.GetRatingFromHit(1f - SpellHit / 100f)); dictValues.Add("Spell Hit", String.Format("{0}% (Under Cap)*You need {1} more hit rating to cap spells (ES, LB etc)", SpellHit.ToString("F2", CultureInfo.InvariantCulture), ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); } else { dictValues.Add("Spell Hit", SpellHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); } } if (OverMeleeCritCap > 0.21f) // only warn if more than .21% over cap (equivalent to 10 crit rating) { dictValues.Add("Melee Crit", String.Format("{0} (Over Cap)*Crit Rating {1} (+{2}% crit chance)\r\nOver Soft Cap by {3}%", MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture), OverMeleeCritCap.ToString("F2", CultureInfo.InvariantCulture))); } else { dictValues.Add("Melee Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)", MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); } dictValues.Add("Spell Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)", SpellCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Spellpower", BasicStats.SpellPower.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Total Expertise", getExpertiseString()); dictValues.Add("Haste Rating", String.Format("{0}*{1}% Melee Haste\r\n{2}% Spell Haste", BasicStats.HasteRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture), (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Hit Rating", String.Format("{0}*{1}% Melee Hit\r\n{2}% Spell Hit", BasicStats.HitRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHitFromRating(BasicStats.HitRating) * 100f).ToString("F2", CultureInfo.InvariantCulture), (StatConversion.GetSpellHitFromRating(BasicStats.HitRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Armour Pen Rating", String.Format("{0}*{1}% Armour Penetration", BasicStats.ArmorPenetrationRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetArmorPenetrationFromRating(BasicStats.ArmorPenetrationRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); float spellMiss = 100 - SpellHit; dictValues.Add("Avoided Attacks", String.Format("{0}%*{1}% Boss Dodged\r\n{2}% Boss Parried\r\n{3}% Spell Misses\r\n{4}% White Misses", AvoidedAttacks.ToString("F2", CultureInfo.InvariantCulture), DodgedAttacks.ToString("F2", CultureInfo.InvariantCulture), ParriedAttacks.ToString("F2", CultureInfo.InvariantCulture), spellMiss.ToString("F2", CultureInfo.InvariantCulture), MissedAttacks.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Avg MH Speed", AvMHSpeed.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Avg OH Speed", AvOHSpeed.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Armor Mitigation", ArmorMitigation.ToString("F2", CultureInfo.InvariantCulture) + "%*Amount of physical damage lost due to boss armor"); dictValues.Add("ED Uptime", String.Format("{0}%*{1}% ED Bonus Crit", EDUptime.ToString("F2", CultureInfo.InvariantCulture), EDBonusCrit.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Flurry Uptime", FlurryUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Avg Time to 5 Stack", String.Format("{0} sec*{1} PPM", SecondsTo5Stack.ToString("F2", CultureInfo.InvariantCulture), _MWPPM.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("MH Enchant Uptime", MHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("OH Enchant Uptime", OHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Trinket 1 Uptime", Trinket1Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Trinket 2 Uptime", Trinket2Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Fire Totem Uptime", FireTotemUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Tier 10 2 pc Uptime", T10_2Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Tier 10 4 pc Uptime", T10_4Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("DPS Points", DPSPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Survivability Points", SurvivabilityPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Overall Points", OverallPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("White Damage", dpsOutputFormat(SwingDamage, DPSPoints, true)); dictValues.Add("Windfury Attack", dpsOutputFormat(WindfuryAttack, DPSPoints, true)); dictValues.Add("Flametongue Attack", dpsOutputFormat(FlameTongueAttack, DPSPoints, false)); dictValues.Add("Lightning Bolt", dpsOutputFormat(LightningBolt, DPSPoints, false)); dictValues.Add("Earth Shock", dpsOutputFormat(EarthShock, DPSPoints, false)); dictValues.Add("Flame Shock", dpsOutputFormat(FlameShock, DPSPoints, false)); dictValues.Add("Searing/Magma Totem", dpsOutputFormat(SearingMagma, DPSPoints, false)); dictValues.Add("Stormstrike", dpsOutputFormat(Stormstrike, DPSPoints, true)); dictValues.Add("Spirit Wolf", dpsOutputFormat(SpiritWolf, DPSPoints, true)); dictValues.Add("Fire Nova", dpsOutputFormat(FireNova, DPSPoints, false)); dictValues.Add("Fire Elemental", FireElemental.getDPSOutput()); dictValues.Add("Lightning Shield", dpsOutputFormat(LightningShield, DPSPoints, false)); dictValues.Add("Lava Lash", dpsOutputFormat(LavaLash, DPSPoints, true)); dictValues.Add("Total DPS", DPSPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Enhance Version", _version); dictValues.Add("Status", String.Format("Enhance Model : DPS Points {0}, Survivability Points {1}, Overall Points {2}", DPSPoints.ToString("F2", CultureInfo.InvariantCulture), SurvivabilityPoints.ToString("F2", CultureInfo.InvariantCulture), OverallPoints.ToString("F2", CultureInfo.InvariantCulture))); return(dictValues); }