Example #1
0
        public double GlancingDamage(int level = 60, int enemyLevel = 63)
        {
            double low  = Math.Max(0.01, Math.Min(0.91, 1.3 - 0.05 * (enemyLevel - level)));
            double high = Math.Max(0.2, Math.Min(0.99, 1.2 - 0.03 * (enemyLevel - level)));

            return(Randomer.NextDouble() * (high - low) + low);
        }
Example #2
0
        public override void DoAction()
        {
            base.DoAction();

            Player.Resource = 0
                              + ((Randomer.NextDouble() < Player.GetTalentPoints("Furor") * 0.2) ? 40 : 0)
                              + (Player.Equipment[Player.Slot.Head].Name == "Wolfshead Helm" ? 20 : 0);

            LogAction();
            Player.Sim.RegisterAction(new RegisteredAction(this, new ActionResult(ResultType.Hit, 0), Player.Sim.CurrentTime));
        }
Example #3
0
 public static bool CheckProc(Player p, ResultType res, int points)
 {
     if (res == ResultType.Hit || res == ResultType.Crit || res == ResultType.Block || res == ResultType.Glance)
     {
         if (Randomer.NextDouble() < (0.08 * points))
         {
             p.Resource += 1;
             return(true);
         }
     }
     return(false);
 }
 public static void CheckProc(Player p, ResultType type, int points)
 {
     if (type == ResultType.Hit || type == ResultType.Crit || type == ResultType.Glance)
     {
         //  SoC is normalized by 7 procs-per-minute using the following formula
         double procRate = 7 * p.MH.Speed / 60;
         if (Randomer.NextDouble() < procRate)
         {
             //  It proc'ed, so see if it hits/does damage
             new SealOfCommandProc(p, p.Sim.Boss).DoAction();
         }
     }
 }
Example #5
0
 public static void CheckProc(Player p)
 {
     if (Randomer.NextDouble() < PROC_RATE)
     {
         if (p.Effects.ContainsKey(NAME))
         {
             p.Effects[NAME].Refresh();
         }
         else
         {
             new ClearCasting(p).StartEffect();
         }
     }
 }
Example #6
0
 public static void CheckProc(Player p)
 {
     if (Randomer.NextDouble() < ProcRate(p))
     {
         if (p.Sim.Boss.Effects.ContainsKey(NAME))
         {
             p.Sim.Boss.Effects[NAME].Refresh();
         }
         else
         {
             new ShadowTrance(p).StartEffect();
         }
     }
 }
Example #7
0
        public static double MagicMitigation(Dictionary <double, double> dic)
        {
            double r   = Randomer.NextDouble();
            double tot = 0;

            foreach (double d in dic.Keys)
            {
                tot += dic[d] / 100;
                if (r <= tot)
                {
                    return(1 - d);
                }
            }
            return(1);
        }
Example #8
0
        public override void DoAction()
        {
            ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss);

            int minDmg = (int)Math.Round(Player.Level * 0.85 + Player.AP / 14);
            int maxDmg = (int)Math.Round(Player.Level * 1.25 + Player.AP / 14);

            int damage = (int)Math.Round(
                (Randomer.Next(minDmg, maxDmg + 1) * 2.25 + 180)
                * (1 + Player.GetTalentPoints("NW") * 0.02)
                * Player.Sim.DamageMod(res)
                * Simulation.ArmorMitigation(Player.Sim.Boss.Armor)
                * Player.DamageMod);

            CommonAction();

            int cost = Cost;

            if (Player.Effects.ContainsKey(ClearCasting.NAME))
            {
                cost = 0;
                Player.Effects[ClearCasting.NAME].StackRemove();
            }

            if (res == ResultType.Parry || res == ResultType.Dodge)
            {
                // TODO à vérifier
                Player.Resource -= cost / 2;
            }
            else
            {
                Player.Resource -= cost;
            }

            if (res == ResultType.Hit || res == ResultType.Crit || res == ResultType.Block || res == ResultType.Glance)
            {
                Player.Combo++;
            }

            if (res == ResultType.Crit && Randomer.NextDouble() < 0.5 * Player.GetTalentPoints("BF"))
            {
                Player.Combo++;
            }

            RegisterDamage(new ActionResult(res, damage));

            Player.CheckOnHits(true, false, res);
        }
Example #9
0
        public Simulation(Player player, Boss boss, double fightLength, bool autoBossLife = true, double lowLifeTime = 0, double fightLengthMod = 0.2)
        {
            Player      = player;
            Boss        = boss;
            player.Sim  = this;
            Boss.Sim    = this;
            FightLength = fightLength * (1 + fightLengthMod / 2 - (Randomer.NextDouble() * fightLengthMod));
            Results     = new SimResult(FightLength);
            Damage      = 0;
            CurrentTime = 0;
            AutoLife    = autoBossLife;
            LowLifeTime = lowLifeTime;

            lastHit = -hitEvery;

            Ended = false;
        }
Example #10
0
 public static void CheckProc(Player p, ResultType type, double weaponSpeed)
 {
     if (type == ResultType.Hit || type == ResultType.Crit || type == ResultType.Block || type == ResultType.Glance)
     {
         if (Randomer.NextDouble() < weaponSpeed / 60)
         {
             if (p.Effects.ContainsKey(Crusader.NAME))
             {
                 p.Effects[Crusader.NAME].Refresh();
             }
             else
             {
                 new Crusader(p).StartEffect();
             }
         }
     }
 }
Example #11
0
        public override void DoAction()
        {
            ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss);

            int minDmg = min[Player.Combo - 1];
            int maxDmg = max[Player.Combo - 1];

            int damage = (int)Math.Round(
                (Randomer.Next(minDmg, maxDmg + 1) + Player.AP * 0.15)
                * Player.Sim.DamageMod(res)
                * Simulation.ArmorMitigation(Player.Sim.Boss.Armor)
                * Player.DamageMod
                * (1 + (0.02 * Player.GetTalentPoints("Agg")))
                * (1 + (0.05 * Player.GetTalentPoints("IE")))
                * (1 + (0.01 * Player.GetTalentPoints("Murder")))
                );

            CommonAction();
            if (res == ResultType.Parry || res == ResultType.Dodge)
            {
                // TODO à vérifier
                Player.Resource -= Cost / 2;
            }
            else
            {
                Player.Resource -= Cost;

                if (Player.GetTalentPoints("RS") > 0 && Randomer.NextDouble() < 0.2 * Player.Combo)
                {
                    Player.Resource += 25;
                }

                Player.Combo = 0;

                if (Randomer.NextDouble() < 0.2 * Player.GetTalentPoints("Ruth"))
                {
                    Player.Combo++;
                }
            }

            RegisterDamage(new ActionResult(res, damage));

            Player.CheckOnHits(true, false, res);
        }
Example #12
0
 public static void CheckProc(Player p, Spell s, ResultType res)
 {
     if (p.MH.Name == "Nightfall")
     {
         //  Raid bosses seems to have an 8% proc rate, while blasted lands mobs seem to have 11%
         double procRate = 0.08;
         if (Randomer.NextDouble() < procRate)
         {
             if (p.Sim.Boss.Effects.ContainsKey(NAME))
             {
                 p.Sim.Boss.Effects[NAME].Refresh();
             }
             else
             {
                 new SpellVulnerability(p).StartEffect();
             }
         }
     }
 }
Example #13
0
        public Simulation(Player player, Boss boss, double fightLength, bool autoBossLife = true, double lowLifeTime = 0, double fightLengthMod = 0.2, bool unlimitedMana = false, bool unlimitedResource = false, bool tanking = false, double tankHitEvery = 1, double tankHitRage = 25)
        {
            Player      = player;
            Boss        = boss;
            player.Sim  = this;
            Boss.Sim    = this;
            FightLength = fightLength * (1 + fightLengthMod / 2 - (Randomer.NextDouble() * fightLengthMod));
            Results     = new SimResult(FightLength);
            Damage      = 0;
            Threat      = 0;
            CurrentTime = 0;
            AutoLife    = autoBossLife;
            LowLifeTime = lowLifeTime;

            UnlimitedMana     = unlimitedMana;
            UnlimitedResource = unlimitedResource;
            Tanking           = tanking;
            TankHitEvery      = tankHitEvery;
            TankHitRage       = tankHitRage;

            LastHit = -TankHitEvery;

            Ended = false;
        }
Example #14
0
 public static ResultType MagicMitigationBinary(int resistance)
 {
     return(Randomer.NextDouble() < AverageResistChance(resistance) ? ResultType.Hit : ResultType.Resist);
 }