Example #1
0
        public override void UpdateCombatState(CombatState CS)
        {
            base.UpdateCombatState(CS);
            float RPCost = 40 - (CS.m_Talents.RunicCorruption * 3);

            //RPCost /= (1f + (.05f * (float)CS.m_Talents.SuddenDoom));
            // Moving SD procs to be extra DCs in the rotation rather than reduced cost.
            // This makes it more like Rime.
            this.AbilityCost[(int)DKCostTypes.RunicPower] = (int)Math.Floor(RPCost);
            if (CS.m_Talents.UnholyBlight > 0)
            {
                ml_TriggeredAbility                = new AbilityDK_Base[1];
                ml_TriggeredAbility[0]             = new AbilityDK_UnholyBlight(CS);
                ml_TriggeredAbility[0].uBaseDamage = (uint)((this.TotalDamage / 10) / 10);
            }
        }
        public override void UpdateCombatState(CombatState CS)
        {
            base.UpdateCombatState(CS);
            float RPCost = 40 - (CS.m_Talents.RunicCorruption * 3);
            //RPCost /= (1f + (.05f * (float)CS.m_Talents.SuddenDoom));  
            // Moving SD procs to be extra DCs in the rotation rather than reduced cost.
            // This makes it more like Rime.
            this.AbilityCost[(int)DKCostTypes.RunicPower] = (int)Math.Floor(RPCost);
            if (CS.m_Talents.UnholyBlight > 0)
            {
                ml_TriggeredAbility = new AbilityDK_Base[1];
                ml_TriggeredAbility[0] = new AbilityDK_UnholyBlight(CS);
                ml_TriggeredAbility[0].uBaseDamage = (uint)((this.TotalDamage / 10) /10);
            }

        }