Example #1
0
 /// <summary>
 /// <b>Bestial Wrath</b>, Instant, 2 min cooldown
 /// <para>Send your pet into a rage causing 20% additional damage for 10 sec.  The beast does not feel pity or remorse or fear and it cannot be stopped unless killed.</para>
 /// </summary>
 /// <TalentsAffecting>
 /// Longevity - Reduces the cooldown of your Bestial Wrath, Intimidation and Pet Special Abilities by 10/20/30%.
 /// The Beast Within - While your pet is under the effects of Bestial Wrath, you also go into a rage causing 10% additional damage and reducing the focus cost of all shots and abilities by 50% for 10 sec.
 /// </TalentsAffecting>
 /// <GlyphsAffecting>Glyph of Bestial Wrath - Decreases the cooldown of Bestial Wrath by 20 sec.</GlyphsAffecting>
 public BestialWrath(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name             = "Bestial Wrath";
     Cd               = ((2f * 60f) * (1f - Talents.Longevity)) - (Talents.GlyphOfBestialWrath ? 20f : 0f); // In Seconds
     Duration         = 10f;
     UseHitTable      = false;
     ReqTalent        = true;
     Talent2ChksValue = Talents.BestialWrath;
     // TODO: Move these to static SEs.
     Effect = new SpecialEffect(Trigger.Use,
                                new Stats()
     {
         BonusPetDamageMultiplier = 0.20f
     }, Duration, Cd);
     if (Talents.TheBeastWithin > 0f)
     {
         Effect = new SpecialEffect(Trigger.Use,
                                    new Stats()
         {
             BonusDamageMultiplier = 0.10f
         }, Duration, Cd);
     }
     Initialize();
 }
Example #2
0
 /// <summary>
 /// <b>Readiness</b>, Instant, 3 min Cd
 /// <para>When activated, this ability immediately finishes the cooldown on all Hunter abilities.</para>
 /// </summary>
 /// <TalentsAffecting></TalentsAffecting>
 /// <GlyphsAffecting></GlyphsAffecting>
 public Readiness(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name        = "Readiness";
     Cd          = 3f * 60f; // In Seconds
     Duration    = 0f;
     UseHitTable = false;
     Initialize();
 }
Example #3
0
 /// <summary>
 /// <b>Readiness</b>, Instant, 3 min Cd
 /// <para>When activated, this ability immediately finishes the cooldown on all Hunter abilities.</para>
 /// </summary>
 /// <TalentsAffecting></TalentsAffecting>
 /// <GlyphsAffecting></GlyphsAffecting>
 public Readiness(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Readiness";
     Cd = 3f * 60f; // In Seconds
     Duration = 0f;
     UseHitTable = false;
     Initialize();
 }
Example #4
0
 /// <summary>
 /// <b>Rapid Fire</b>, Instant, 5 min Cd
 /// <para>Increases ranged attack speed by 40% for 15 sec.</para>
 /// </summary>
 /// <TalentsAffecting>
 /// Posthaste - Reduces the cooldown of your Rapid Fire by 1/2 min, and your movement speed is increased by 15/30% for 4 sec after you use Disengage.
 /// Rapid Recuperation - You gain 6/12 focus every 3 sec while under the effect of Rapid Fire, and you gain 50 focus instantly when you gain Rapid Killing.
 /// </TalentsAffecting>
 /// <GlyphsAffecting>Glyph of Rapid Fire [+10% Haste Bonus]</GlyphsAffecting>
 public RapidFire(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name        = "Rapid Fire";
     Cd          = (5f - Talents.Posthaste) * 60f; // In Seconds
     Duration    = 15f;
     UseHitTable = false;
     Effect      = _RAPIDFIRE[Talents.GlyphOfRapidFire ? 1 : 0][Talents.Posthaste];
     Initialize();
 }
Example #5
0
 /// <summary>
 /// <b>Rapid Fire</b>, Instant, 5 min Cd
 /// <para>Increases ranged attack speed by 40% for 15 sec.</para>
 /// </summary>
 /// <TalentsAffecting>
 /// Posthaste - Reduces the cooldown of your Rapid Fire by 1/2 min, and your movement speed is increased by 15/30% for 4 sec after you use Disengage.
 /// Rapid Recuperation - You gain 6/12 focus every 3 sec while under the effect of Rapid Fire, and you gain 50 focus instantly when you gain Rapid Killing.
 /// </TalentsAffecting>
 /// <GlyphsAffecting>Glyph of Rapid Fire [+10% Haste Bonus]</GlyphsAffecting>
 public RapidFire(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Rapid Fire";
     Cd = (5f - Talents.Posthaste) * 60f; // In Seconds
     Duration = 15f;
     UseHitTable = false;
     Effect = _RAPIDFIRE[Talents.GlyphOfRapidFire ? 1 : 0][Talents.Posthaste];
     Initialize();
 }
Example #6
0
 /// <summary>
 /// TODO Zhok: Sniper Training
 /// <b>Kill Shot</b>, 45 Focus, 45yd, Instant, 10 sec Cd
 /// <para>You attempt to finish the wounded target off, firing a long range attack
 /// dealing 150% weapon damage plus RAP*0.30+543. Kill Shot can only be used on
 /// enemies that have 20% or less health.</para>
 /// <para>Kill Shot can only be used on enemies that have 20% or less health.</para>
 /// </summary>
 /// <TalentsAffecting>Sniper Training - Increases the critical strike chance of your Kill Shot ability by 5/10/15%, and after remaining stationary for 6 sec, your Steady Shot and Cobra Shot deal 2/4/6% more damage for 15 sec.</TalentsAffecting>
 /// <GlyphsAffecting>Glyph of Kill Shot - If the damage from your Kill Shot fails to kill a target at or below 20% health, your Kill Shot's cooldown is instantly reset. This effect has a 6 sec cooldown.</GlyphsAffecting>
 public KillShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     Name = "Kill Shot";
     ReqRangedWeap = true;
     ReqSkillsRange = true;
     // In terms of modeling, the Glyph of Kill Shot is basically a 4 second cooldown reduction.
     Cd = 10 - (Talents.GlyphOfKillShot ? 4f : 0f);
     FocusCost = 0;
     // 150% weapon dmg + 45% RAP + 543
     DamageBase = (cf.AvgRwWeaponDmgUnhasted * 1.5f) + (StatS.RangedAttackPower * 0.45f) + 543f;
     Initialize();
 }
Example #7
0
 /// <summary>
 /// TODO Zhok: Sniper Training
 /// <b>Kill Shot</b>, 45 Focus, 45yd, Instant, 10 sec Cd
 /// <para>You attempt to finish the wounded target off, firing a long range attack
 /// dealing 150% weapon damage plus RAP*0.30+543. Kill Shot can only be used on
 /// enemies that have 20% or less health.</para>
 /// <para>Kill Shot can only be used on enemies that have 20% or less health.</para>
 /// </summary>
 /// <TalentsAffecting>Sniper Training - Increases the critical strike chance of your Kill Shot ability by 5/10/15%, and after remaining stationary for 6 sec, your Steady Shot and Cobra Shot deal 2/4/6% more damage for 15 sec.</TalentsAffecting>
 /// <GlyphsAffecting>Glyph of Kill Shot - If the damage from your Kill Shot fails to kill a target at or below 20% health, your Kill Shot's cooldown is instantly reset. This effect has a 6 sec cooldown.</GlyphsAffecting>
 public KillShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char           = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     Name           = "Kill Shot";
     ReqRangedWeap  = true;
     ReqSkillsRange = true;
     // In terms of modeling, the Glyph of Kill Shot is basically a 4 second cooldown reduction.
     Cd        = 10 - (Talents.GlyphOfKillShot ? 4f : 0f);
     FocusCost = 0;
     // 150% weapon dmg + 45% RAP + 543
     DamageBase = (cf.AvgRwWeaponDmgUnhasted * 1.5f) + (StatS.RangedAttackPower * 0.45f) + 543f;
     Initialize();
 }
Example #8
0
 /// <summary>
 /// TODO Zhok: Bombardment, Serpent Spread
 /// <b>Multi-Shot</b>, 40 Focus, 5-35yd
 /// <para>Fires several missiles, hitting your current target
 /// and all enemies within 0 yards of that target for 55% of weapon damage.</para>
 /// </summary>
 /// <TalentsAffecting>Bombardment - When you critically hit with your Multi-Shot your next Multi-Shot's focus cost will be reduced by 25/50%.
 /// Concussive Barrage - Your successful Chimera Shot and Multi-Shot attacks have a 50/100% chance to daze the target for 4 sec.
 /// Serpent Spread - Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 6/9 sec of its total duration.
 /// </TalentsAffecting>
 public MultiShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Multi-Shot";
     //AbilIterater = (int)CalculationOptionsHunter.Maintenances.MortalStrike_;
     ReqRangedWeap  = true;
     ReqSkillsRange = true;
     Targets        = 10f; // TODO Zhok: 10?
     FocusCost      = 40f;
     DamageBase     = cf.AvgRwWeaponDmgUnhasted * 1.20f;
     //
     Initialize();
 }
Example #9
0
 /// <summary>
 /// TODO Zhok: Bombardment, Serpent Spread
 /// <b>Multi-Shot</b>, 40 Focus, 5-35yd
 /// <para>Fires several missiles, hitting your current target 
 /// and all enemies within 0 yards of that target for 55% of weapon damage.</para>
 /// </summary>
 /// <TalentsAffecting>Bombardment - When you critically hit with your Multi-Shot your next Multi-Shot's focus cost will be reduced by 25/50%.
 /// Concussive Barrage - Your successful Chimera Shot and Multi-Shot attacks have a 50/100% chance to daze the target for 4 sec.
 /// Serpent Spread - Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 6/9 sec of its total duration.
 /// </TalentsAffecting>
 public MultiShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Multi-Shot";
     //AbilIterater = (int)CalculationOptionsHunter.Maintenances.MortalStrike_;
     ReqRangedWeap = true;
     ReqSkillsRange = true;
     Targets = 10f; // TODO Zhok: 10?
     FocusCost = 40f;
     DamageBase = cf.AvgRwWeaponDmgUnhasted * 1.20f;
     //
     Initialize();
 }
Example #10
0
 /// <summary>
 /// TODO Zhok: Careful Aim, Sniper Training, Termination
 /// <b>Cobra Shot</b>, 5-40yd, 1.5 sec cast
 /// <para>Deals weapon damage plus (276 + (RAP * 0.017)) in the form of Nature damage 
 /// and increases the duration of your Serpent Sting on 
 /// the target by 6 sec.</para>
 /// <para>Generates 9 Focus.</para>
 /// </summary>
 /// <TalentsAffecting>
 /// Careful Aim - Increases the critical strike chance of your Steady Shot, Cobra Shot and Aimed Shot by 30/60% on targets who are above 90% health.
 /// Rapid Killing - After killing an opponent that yields experience or honor, your next Aimed Shot, Steady Shot or Cobra Shot causes 10/20% additional damage.  Lasts 20 sec.
 /// Sniper Training - Increases the critical strike chance of your Kill Shot ability by 5/10/15%, and after remaining stationary for 6 sec, your Steady Shot and Cobra Shot deal 2/4/6% more damage for 15 sec.
 /// Termination - Your Steady Shot and Cobra Shot abilities grant an additional 3/6 Focus when dealt on targets at or below 25% health.
 /// </TalentsAffecting>
 /// <Note>Cobra Shot is a replacement to [Steady Shot] for beastmaster and survival hunters due to its ability 
 /// (and beastmaster and survival hunters otherwise lack of ability) to increase the duration of [Serpent Sting] without recasting it. </Note>
 public CobraShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Cobra Shot";
     ReqTalent = true;
     Talent2ChksValue = ((Specialization)Talents.HighestTree == Specialization.Marksmanship ? 0 : 1);
     ReqRangedWeap = true;
     ReqSkillsRange = true;
     CastTime = 1.5f;
     FocusCost = -9;
     //Targets += StatS.BonusTargets;
     DamageBase = combatFactors.AvgRwWeaponDmgUnhasted + (StatS.RangedAttackPower * 0.017f) + 277.21f;
     Initialize();
 }
Example #11
0
 public MMMAimedShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "MMM Aimed Shot";
     ReqTalent = true; // Reqiures MM spec.
     Talent2ChksValue = Talents.MasterMarksman;
     ReqRangedWeap = true;
     ReqSkillsRange = true;
     CastTime = 0;
     FocusCost = 0;
     DamageBase = (combatFactors.AvgRwWeaponDmgUnhasted + (StatS.RangedAttackPower * 0.724f) + 776) * 1.60f + 100;
     Consumes_Tier12_4pc = true;
     Initialize();
 }
Example #12
0
 /// <summary>
 /// TODO Zhok: Careful Aim, Dazzled Prey, Sniper Training, Termination
 /// <b>Steady Shot</b>, 5-40yd, 1.5 sec cast
 /// <para>A steady shot that causes 100% weapon damage 
 /// plus RAP*0.021+280. Generates 9 Focus.</para>
 /// </summary>
 /// <TalentsAffecting>
 /// Careful Aim - Increases the critical strike chance of your Steady Shot, Cobra Shot and Aimed Shot by 30/60% on targets who are above 80% health.
 /// Improved Steady Shot - When you Steady Shot twice in a row, your ranged attack speed will be increased by 5/10/15% for 8 sec.
 /// Master Marksman - You have a 20/40/60% chance when you Steady Shot to gain the Master Marksman effect, lasting 30 sec. After reaching 5 stacks, your next Aimed Shot's cast time and focus cost are reduced by 100% for 10 sec.
 /// Rapid Killing - After killing an opponent that yields experience or honor, your next Aimed Shot, Steady Shot or Cobra Shot causes 10/20% additional damage.  Lasts 20 sec.
 /// Sniper Training - Increases the critical strike chance of your Kill Shot ability by 5/10/15%, and after remaining stationary for 6 sec, your Steady Shot and Cobra Shot deal 2/4/6% more damage for 15 sec.
 /// Termination - Your Steady Shot and Cobra Shot abilities grant an additional 3/6 Focus when dealt on targets at or below 25% health.
 /// </TalentsAffecting>
 /// <GlyphsAffecting>Glyph of Steady Shot [+10% DMG]
 /// Glyph of Dazzled Prey - Your Steady Shot generates an additional 2 Focus on targets afflicted by a daze effect.</GlyphsAffecting>
 public SteadyShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Steady Shot";
     ReqRangedWeap = true;
     ReqSkillsRange = true;
     UsesGCD = true;
     CastTime = 1.5f;
     DamageBase = combatFactors.AvgRwWeaponDmgUnhasted + (StatS.RangedAttackPower * 0.021f) + 280f;
     DamageBonus = 1f + (Talents.GlyphOfSteadyShot ? 0.10f : 0f);
     FocusCost = -9;
     //
     Initialize();
 }
Example #13
0
 /// <summary>
 /// TODO Zhok: Careful Aim, Dazzled Prey, Sniper Training, Termination
 /// <b>Steady Shot</b>, 5-40yd, 1.5 sec cast
 /// <para>A steady shot that causes 100% weapon damage
 /// plus RAP*0.021+280. Generates 9 Focus.</para>
 /// </summary>
 /// <TalentsAffecting>
 /// Careful Aim - Increases the critical strike chance of your Steady Shot, Cobra Shot and Aimed Shot by 30/60% on targets who are above 80% health.
 /// Improved Steady Shot - When you Steady Shot twice in a row, your ranged attack speed will be increased by 5/10/15% for 8 sec.
 /// Master Marksman - You have a 20/40/60% chance when you Steady Shot to gain the Master Marksman effect, lasting 30 sec. After reaching 5 stacks, your next Aimed Shot's cast time and focus cost are reduced by 100% for 10 sec.
 /// Rapid Killing - After killing an opponent that yields experience or honor, your next Aimed Shot, Steady Shot or Cobra Shot causes 10/20% additional damage.  Lasts 20 sec.
 /// Sniper Training - Increases the critical strike chance of your Kill Shot ability by 5/10/15%, and after remaining stationary for 6 sec, your Steady Shot and Cobra Shot deal 2/4/6% more damage for 15 sec.
 /// Termination - Your Steady Shot and Cobra Shot abilities grant an additional 3/6 Focus when dealt on targets at or below 25% health.
 /// </TalentsAffecting>
 /// <GlyphsAffecting>Glyph of Steady Shot [+10% DMG]
 /// Glyph of Dazzled Prey - Your Steady Shot generates an additional 2 Focus on targets afflicted by a daze effect.</GlyphsAffecting>
 public SteadyShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name           = "Steady Shot";
     ReqRangedWeap  = true;
     ReqSkillsRange = true;
     UsesGCD        = true;
     CastTime       = 1.5f;
     DamageBase     = combatFactors.AvgRwWeaponDmgUnhasted + (StatS.RangedAttackPower * 0.021f) + 280f;
     DamageBonus    = 1f + (Talents.GlyphOfSteadyShot ? 0.10f : 0f);
     FocusCost      = -9;
     //
     Initialize();
 }
Example #14
0
 public MMMAimedShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name                = "MMM Aimed Shot";
     ReqTalent           = true; // Reqiures MM spec.
     Talent2ChksValue    = Talents.MasterMarksman;
     ReqRangedWeap       = true;
     ReqSkillsRange      = true;
     CastTime            = 0;
     FocusCost           = 0;
     DamageBase          = (combatFactors.AvgRwWeaponDmgUnhasted + (StatS.RangedAttackPower * 0.724f) + 776) * 1.60f + 100;
     Consumes_Tier12_4pc = true;
     Initialize();
 }
Example #15
0
 /// <summary>
 /// TODO Zhok: Careful Aim, Sniper Training, Termination
 /// <b>Cobra Shot</b>, 5-40yd, 1.5 sec cast
 /// <para>Deals weapon damage plus (276 + (RAP * 0.017)) in the form of Nature damage
 /// and increases the duration of your Serpent Sting on
 /// the target by 6 sec.</para>
 /// <para>Generates 9 Focus.</para>
 /// </summary>
 /// <TalentsAffecting>
 /// Careful Aim - Increases the critical strike chance of your Steady Shot, Cobra Shot and Aimed Shot by 30/60% on targets who are above 90% health.
 /// Rapid Killing - After killing an opponent that yields experience or honor, your next Aimed Shot, Steady Shot or Cobra Shot causes 10/20% additional damage.  Lasts 20 sec.
 /// Sniper Training - Increases the critical strike chance of your Kill Shot ability by 5/10/15%, and after remaining stationary for 6 sec, your Steady Shot and Cobra Shot deal 2/4/6% more damage for 15 sec.
 /// Termination - Your Steady Shot and Cobra Shot abilities grant an additional 3/6 Focus when dealt on targets at or below 25% health.
 /// </TalentsAffecting>
 /// <Note>Cobra Shot is a replacement to [Steady Shot] for beastmaster and survival hunters due to its ability
 /// (and beastmaster and survival hunters otherwise lack of ability) to increase the duration of [Serpent Sting] without recasting it. </Note>
 public CobraShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name             = "Cobra Shot";
     ReqTalent        = true;
     Talent2ChksValue = ((Specialization)Talents.HighestTree == Specialization.Marksmanship ? 0 : 1);
     ReqRangedWeap    = true;
     ReqSkillsRange   = true;
     CastTime         = 1.5f;
     FocusCost        = -9;
     //Targets += StatS.BonusTargets;
     DamageBase = combatFactors.AvgRwWeaponDmgUnhasted + (StatS.RangedAttackPower * 0.017f) + 277.21f;
     Initialize();
 }
Example #16
0
 /// <summary>
 /// TODO Zhok: Thrill of the Hunt, Toxicology, Trap Mastery
 /// <b>Black Arrow</b>, 35 Focus, 5-40yd, Instant, 30 sec Cd
 /// <para>Fires a Black Arrow at the target, dealing 2395 Shadow damage over 15 sec. 
 /// Black Arrow shares a cooldown with other Fire Trap spells.</para>
 /// </summary>
 /// <TalentsAffecting>Black Arrow (Requires Talent)</TalentsAffecting>
 /// <GlyphsAffecting></GlyphsAffecting>
 public BlackArrowBuff(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Black Arrow";
     //AbilIterater = (int)CalculationOptionsHunter.Maintenances.MortalStrike_;
     ReqTalent = true;
     Talent2ChksValue = Talents.BlackArrow;
     ReqRangedWeap = true;
     ReqSkillsRange = true;
     //Targets += StatS.BonusTargets;
     Cd = 30f; //TODO Zhok: Resourcefulness ... - (2f * Talents.Resourcefulness;
     FocusCost = 35f;
     //
     Initialize();
 }
Example #17
0
 /// <summary>
 /// TODO Zhok: Thrill of the Hunt, Toxicology, Trap Mastery
 /// <b>Black Arrow</b>, 35 Focus, 5-40yd, Instant, 30 sec Cd
 /// <para>Fires a Black Arrow at the target, dealing 2395 Shadow damage over 15 sec.
 /// Black Arrow shares a cooldown with other Fire Trap spells.</para>
 /// </summary>
 /// <TalentsAffecting>Black Arrow (Requires Talent)</TalentsAffecting>
 /// <GlyphsAffecting></GlyphsAffecting>
 public BlackArrowBuff(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Black Arrow";
     //AbilIterater = (int)CalculationOptionsHunter.Maintenances.MortalStrike_;
     ReqTalent        = true;
     Talent2ChksValue = Talents.BlackArrow;
     ReqRangedWeap    = true;
     ReqSkillsRange   = true;
     //Targets += StatS.BonusTargets;
     Cd        = 30f; //TODO Zhok: Resourcefulness ... - (2f * Talents.Resourcefulness;
     FocusCost = 35f;
     //
     Initialize();
 }
Example #18
0
        /// <summary>
        /// TODO Zhok: Add Efficiency, Piercing Shots
        /// <b>Chimera Shot</b>, 50 Focus, 5-40yd, Instant, 10 sec Cd
        /// <para>An instant shot that causes ranged weapon damage 
        /// plus RAP*0.732+1620, refreshing the duration of your 
        /// Serpent Sting and healing you for 5% of your total health.</para>
        /// </summary>
        /// <TalentsAffecting>Chimera Shot (Requires Talent)
        /// Concussive Barrage - Your successful Chimera Shot and Multi-Shot attacks have a 50/100% chance to daze the target for 4 sec.
        /// Efficiency - Reduces the focus cost of your Arcane Shot by 1/2/3, and your Explosive Shot and Chimera Shot by 2/4/6.
        /// Marked for Death - Your Arcane Shot and Chimera Shot have a 50/100% chance to automatically apply the Marked for Death effect.
        /// Piercing Shots - Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of the damage dealt over 8 sec.
        /// </TalentsAffecting>
        /// <GlyphsAffecting>Glyph of Chimera Shot [-1 sec Cd]</GlyphsAffecting>
        public ChimeraShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
        {
            Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;

            Name = "Chimera Shot";
            ReqTalent = true;
            Talent2ChksValue = Talents.ChimeraShot;
            ReqRangedWeap = true;
            ReqSkillsRange = true;
            //Targets += StatS.BonusTargets;
            Cd = 10f - (Talents.GlyphOfChimeraShot ? 1f : 0f); // In Seconds
            FocusCost = 50f - (Talents.Efficiency * 2f);
            DamageBase = combatFactors.AvgRwWeaponDmgUnhasted + StatS.RangedAttackPower * 0.732f + 1620;
            RefreshesSS = true;
            //
            Initialize();
        }
Example #19
0
        /// <summary>
        /// TODO Zhok: Add Efficiency, Piercing Shots
        /// <b>Chimera Shot</b>, 50 Focus, 5-40yd, Instant, 10 sec Cd
        /// <para>An instant shot that causes ranged weapon damage
        /// plus RAP*0.732+1620, refreshing the duration of your
        /// Serpent Sting and healing you for 5% of your total health.</para>
        /// </summary>
        /// <TalentsAffecting>Chimera Shot (Requires Talent)
        /// Concussive Barrage - Your successful Chimera Shot and Multi-Shot attacks have a 50/100% chance to daze the target for 4 sec.
        /// Efficiency - Reduces the focus cost of your Arcane Shot by 1/2/3, and your Explosive Shot and Chimera Shot by 2/4/6.
        /// Marked for Death - Your Arcane Shot and Chimera Shot have a 50/100% chance to automatically apply the Marked for Death effect.
        /// Piercing Shots - Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of the damage dealt over 8 sec.
        /// </TalentsAffecting>
        /// <GlyphsAffecting>Glyph of Chimera Shot [-1 sec Cd]</GlyphsAffecting>
        public ChimeraShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
        {
            Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;

            Name             = "Chimera Shot";
            ReqTalent        = true;
            Talent2ChksValue = Talents.ChimeraShot;
            ReqRangedWeap    = true;
            ReqSkillsRange   = true;
            //Targets += StatS.BonusTargets;
            Cd          = 10f - (Talents.GlyphOfChimeraShot ? 1f : 0f); // In Seconds
            FocusCost   = 50f - (Talents.Efficiency * 2f);
            DamageBase  = combatFactors.AvgRwWeaponDmgUnhasted + StatS.RangedAttackPower * 0.732f + 1620;
            RefreshesSS = true;
            //
            Initialize();
        }
Example #20
0
        /// <summary>
        /// TODO Zhok: Cobra Strike, Efficiency, Lock and Load, Sic 'Em, Thrill of the Hunt
        /// 
        /// <b>Arcane Shot</b>, 25 Focus, 5-40yd, Instant
        /// <para>An instant shot that causes 100% weapon damage 
        /// plus (RAP * 0.0483)+289 as Arcane damage.</para>
        /// </summary>
        /// <TalentsAffecting>Cobra Strikes - You have a 5/10/15% chance when you hit with Arcane Shot to cause your pet's next 2 Basic Attacks to critically hit.
        /// Efficiency - Reduces the focus cost of your Arcane Shot by 1/2/3, and your Explosive Shot and Chimera Shot by 2/4/6.
        /// Lock and Load - You have a 50/100% chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilities to cost no focus and trigger no cooldown.
        /// Marked for Death - Your Arcane Shot and Chimera Shot have a 50/100% chance to automatically apply the Marked for Death effect.
        /// Sic 'Em! - When you critically hit with your Arcane Shot, Aimed Shot or Explosive Shot the focus cost of your Pet's next basic attack is reduced by 50/100% for 12 sec.
        /// Thrill of the Hunt - You have a 5/10/15% chance when you use Arcane Shot, Explosive Shot or Black Arrow to instantly regain 40% of the base focus cost of the shot.</TalentsAffecting>
        /// </TalentsAffecting>
        /// <GlyphsAffecting>Glyph of Arcane Shot [12% More DMG]</GlyphsAffecting>
        public ArcaneShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
        {
            Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;

            Name = "Arcane Shot";

            ReqRangedWeap = true;
            ReqSkillsRange = true;

            FocusCost = _basefocuscost - (Talents.Efficiency * 2f);

            DamageBase = cf.AvgRwWeaponDmgUnhasted + (StatS.RangedAttackPower * 0.0483f) + 289f;
            DamageBonus = 1 + (Talents.GlyphOfArcaneShot ? 0.12f : 0f);

            Consumes_Tier12_4pc = true;

            Initialize();
        }
Example #21
0
 /// <summary>
 /// <b>Piercing Shots</b>
 /// <para>Your critical Aimed, Steady and Chimera Shots cause the
 /// target to bleed for [Pts*10]% of the damage dealt over 8 sec.</para>
 /// </summary>
 /// <TalentsAffecting>Piercing Shots (Requires Talent)</TalentsAffecting>
 /// <GlyphsAffecting></GlyphsAffecting>
 public PiercingShots(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Piercing Shots";
     //AbilIterater = (int)CalculationOptionsHunter.Maintenances.MortalStrike_;
     ReqTalent        = true;
     Talent2ChksValue = Talents.PiercingShots;
     ReqRangedWeap    = true;
     ReqSkillsRange   = true;
     //Targets += StatS.BonusTargets;
     //Cd = 30f; // In Seconds
     Duration      = 8f;
     TimeBtwnTicks = 1f; // In Seconds
     DamageBase    = StatS.RangedAttackPower * 0.10f + 2765f;
     //
     Initialize();
 }
Example #22
0
        /// <summary>
        /// TODO Zhok: Add Efficiency, Lock and Load, Thrill of the Hunt
        /// <b>Explosive Shot</b>, 50 Focus, 5-40yd, Instant, 6 sec Cd
        /// <para>You fire an explosive charge into the enemy target, dealing
        /// [RAP * 0.232 + 320] - [RAP * 0.232 + 386] Fire Damage. The charge will
        /// blast the target every second for an additional 2 sec.</para>
        /// </summary>
        /// <TalentsAffecting>Explosive Shot (Requires Spec)
        /// Efficiency - Reduces the focus cost of your Arcane Shot by 1/2/3, and your Explosive Shot and Chimera Shot by 2/4/6.
        /// Lock and Load - You have a 50/100% chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilities to cost no focus and trigger no cooldown.
        /// Sic 'Em! - When you critically hit with your Arcane Shot, Aimed Shot or Explosive Shot the focus cost of your Pet's next basic attack is reduced by 50/100% for 12 sec.
        /// Thrill of the Hunt - You have a 5/10/15% chance when you use Arcane Shot, Explosive Shot or Black Arrow to instantly regain 40% of the base focus cost of the shot.</TalentsAffecting>
        /// <GlyphsAffecting>Glyph of Explosive Shot [+6% crit chance]</GlyphsAffecting>
        public ExplosiveShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
        {
            Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;

            Name = "Explosive Shot";
            ReqTalent = true;
            Talent2ChksValue = ((Specialization)Talents.HighestTree == Specialization.Survival ? 1 : 0);
            ReqRangedWeap = true;
            ReqSkillsRange = true;
            Cd = 6f; // In Seconds
            Duration = 2f;
            TimeBtwnTicks = 1f;
            FocusCost = _basefocuscost - (Talents.Efficiency * 2f);
            // 23.2% RAP + (320 + 386)/2 (Per tick) for 2 seconds
            DamageBase = ((StatS.RangedAttackPower * 0.232f) + (320 + 386) / 2f);
            BonusCritChance = Talents.GlyphOfExplosiveShot ? 0.06f : 0f;
            Initialize();
        }
Example #23
0
 /// <summary>
 /// <b>Piercing Shots</b>
 /// <para>Your critical Aimed, Steady and Chimera Shots cause the
 /// target to bleed for [Pts*10]% of the damage dealt over 8 sec.</para>
 /// </summary>
 /// <TalentsAffecting>Piercing Shots (Requires Talent)</TalentsAffecting>
 /// <GlyphsAffecting></GlyphsAffecting>
 public PiercingShots(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Piercing Shots";
     //AbilIterater = (int)CalculationOptionsHunter.Maintenances.MortalStrike_;
     ReqTalent = true;
     Talent2ChksValue = Talents.PiercingShots;
     ReqRangedWeap = true;
     ReqSkillsRange = true;
     //Targets += StatS.BonusTargets;
     //Cd = 30f; // In Seconds
     Duration = 8f;
     TimeBtwnTicks = 1f; // In Seconds
     DamageBase = StatS.RangedAttackPower * 0.10f + 2765f;
     //
     Initialize();
 }
Example #24
0
        /// <summary>
        /// TODO Zhok: Cobra Strike, Efficiency, Lock and Load, Sic 'Em, Thrill of the Hunt
        ///
        /// <b>Arcane Shot</b>, 25 Focus, 5-40yd, Instant
        /// <para>An instant shot that causes 100% weapon damage
        /// plus (RAP * 0.0483)+289 as Arcane damage.</para>
        /// </summary>
        /// <TalentsAffecting>Cobra Strikes - You have a 5/10/15% chance when you hit with Arcane Shot to cause your pet's next 2 Basic Attacks to critically hit.
        /// Efficiency - Reduces the focus cost of your Arcane Shot by 1/2/3, and your Explosive Shot and Chimera Shot by 2/4/6.
        /// Lock and Load - You have a 50/100% chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilities to cost no focus and trigger no cooldown.
        /// Marked for Death - Your Arcane Shot and Chimera Shot have a 50/100% chance to automatically apply the Marked for Death effect.
        /// Sic 'Em! - When you critically hit with your Arcane Shot, Aimed Shot or Explosive Shot the focus cost of your Pet's next basic attack is reduced by 50/100% for 12 sec.
        /// Thrill of the Hunt - You have a 5/10/15% chance when you use Arcane Shot, Explosive Shot or Black Arrow to instantly regain 40% of the base focus cost of the shot.</TalentsAffecting>
        /// </TalentsAffecting>
        /// <GlyphsAffecting>Glyph of Arcane Shot [12% More DMG]</GlyphsAffecting>
        public ArcaneShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
        {
            Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;

            Name = "Arcane Shot";

            ReqRangedWeap  = true;
            ReqSkillsRange = true;

            FocusCost = _basefocuscost - (Talents.Efficiency * 2f);

            DamageBase  = cf.AvgRwWeaponDmgUnhasted + (StatS.RangedAttackPower * 0.0483f) + 289f;
            DamageBonus = 1 + (Talents.GlyphOfArcaneShot ? 0.12f : 0f);

            Consumes_Tier12_4pc = true;

            Initialize();
        }
Example #25
0
        /// <summary>
        /// TODO Zhok: Add Efficiency, Lock and Load, Thrill of the Hunt
        /// <b>Explosive Shot</b>, 50 Focus, 5-40yd, Instant, 6 sec Cd
        /// <para>You fire an explosive charge into the enemy target, dealing
        /// [RAP * 0.232 + 320] - [RAP * 0.232 + 386] Fire Damage. The charge will
        /// blast the target every second for an additional 2 sec.</para>
        /// </summary>
        /// <TalentsAffecting>Explosive Shot (Requires Spec)
        /// Efficiency - Reduces the focus cost of your Arcane Shot by 1/2/3, and your Explosive Shot and Chimera Shot by 2/4/6.
        /// Lock and Load - You have a 50/100% chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilities to cost no focus and trigger no cooldown.
        /// Sic 'Em! - When you critically hit with your Arcane Shot, Aimed Shot or Explosive Shot the focus cost of your Pet's next basic attack is reduced by 50/100% for 12 sec.
        /// Thrill of the Hunt - You have a 5/10/15% chance when you use Arcane Shot, Explosive Shot or Black Arrow to instantly regain 40% of the base focus cost of the shot.</TalentsAffecting>
        /// <GlyphsAffecting>Glyph of Explosive Shot [+6% crit chance]</GlyphsAffecting>
        public ExplosiveShot(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
        {
            Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;

            Name             = "Explosive Shot";
            ReqTalent        = true;
            Talent2ChksValue = ((Specialization)Talents.HighestTree == Specialization.Survival ? 1 : 0);
            ReqRangedWeap    = true;
            ReqSkillsRange   = true;
            Cd            = 6f; // In Seconds
            Duration      = 2f;
            TimeBtwnTicks = 1f;
            FocusCost     = _basefocuscost - (Talents.Efficiency * 2f);
            // 23.2% RAP + (320 + 386)/2 (Per tick) for 2 seconds
            DamageBase      = ((StatS.RangedAttackPower * 0.232f) + (320 + 386) / 2f);
            BonusCritChance = Talents.GlyphOfExplosiveShot ? 0.06f : 0f;
            Initialize();
        }
Example #26
0
 /// <summary>
 /// <b>Bestial Wrath</b>, Instant, 2 min cooldown
 /// <para>Send your pet into a rage causing 20% additional damage for 10 sec.  The beast does not feel pity or remorse or fear and it cannot be stopped unless killed.</para>
 /// </summary>
 /// <TalentsAffecting>
 /// Longevity - Reduces the cooldown of your Bestial Wrath, Intimidation and Pet Special Abilities by 10/20/30%.
 /// The Beast Within - While your pet is under the effects of Bestial Wrath, you also go into a rage causing 10% additional damage and reducing the focus cost of all shots and abilities by 50% for 10 sec.
 /// </TalentsAffecting>
 /// <GlyphsAffecting>Glyph of Bestial Wrath - Decreases the cooldown of Bestial Wrath by 20 sec.</GlyphsAffecting>
 public BestialWrath(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     //
     Name = "Bestial Wrath";
     Cd = ((2f * 60f) * (1f - Talents.Longevity)) - (Talents.GlyphOfBestialWrath ? 20f : 0f); // In Seconds
     Duration = 10f;
     UseHitTable = false;
     ReqTalent = true;
     Talent2ChksValue = Talents.BestialWrath;
     // TODO: Move these to static SEs.
     Effect = new SpecialEffect(Trigger.Use,
         new Stats() { BonusPetDamageMultiplier = 0.20f }, Duration, Cd);
     if (Talents.TheBeastWithin > 0f)
     {
         Effect = new SpecialEffect(Trigger.Use,
             new Stats() { BonusDamageMultiplier = 0.10f }, Duration, Cd);
     }
     Initialize();
 }
Example #27
0
        /// <summary>
        /// TODO Zhok: Thrill of the Hunt, Toxicology, Trap Mastery
        /// <b>Black Arrow</b>, 35 Focus, 5-40yd, Instant, 30 sec Cd
        /// <para>Fires a Black Arrow at the target, dealing 2035 Shadow damage over 15 sec. 
        /// Black Arrow shares a cooldown with other Fire Trap spells.</para>
        /// </summary>
        /// <TalentsAffecting>Black Arrow (Requires Talent)
        /// Resourcefulness - Reduces the cooldown of all traps and Black Arrow by 2/4/6 sec.
        /// T.N.T - When you deal periodic damage with your Immolation Trap, Explosive Trap or Black Arrow you have a 6/12% chance to trigger Lock and Load.
        /// Thrill of the Hunt - You have a 5/10/15% chance when you use Arcane Shot, Explosive Shot or Black Arrow to instantly regain 40% of the base focus cost of the shot.
        /// Toxicology - Increases the periodic critical damage of your Serpent Sting and Black Arrow by 50/100%.
        /// Trap Mastery - Immolation Trap, Explosive Trap and Black Arrow - Increases the periodic damage done by 10/20/30%.
        /// </TalentsAffecting>
        /// <GlyphsAffecting></GlyphsAffecting>
        public BlackArrow(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
        {
            Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;

            Name = "Black Arrow";

            ReqTalent = true;
            Talent2ChksValue = Talents.BlackArrow;
            ReqRangedWeap = true;
            ReqSkillsRange = true;

            Cd = 30f - (Talents.Resourcefulness * 2f);
            Duration = 15f;
            TimeBtwnTicks = 1f; // TODO Zhok: Haste?
            FocusCost = _basefocuscost;
            // 47.35% RAP + 2035 (total damage)
            // 4.2 Increased the damage by 40%
            DamageBase = /*(StatS.RangedAttackPower * 0.4735f) +*/ 2850f;
            DamageBonus = 1f + (Talents.TrapMastery * 0.10f);

            Initialize();
        }
Example #28
0
        /// <summary>
        /// TODO Zhok: Thrill of the Hunt, Toxicology, Trap Mastery
        /// <b>Black Arrow</b>, 35 Focus, 5-40yd, Instant, 30 sec Cd
        /// <para>Fires a Black Arrow at the target, dealing 2035 Shadow damage over 15 sec.
        /// Black Arrow shares a cooldown with other Fire Trap spells.</para>
        /// </summary>
        /// <TalentsAffecting>Black Arrow (Requires Talent)
        /// Resourcefulness - Reduces the cooldown of all traps and Black Arrow by 2/4/6 sec.
        /// T.N.T - When you deal periodic damage with your Immolation Trap, Explosive Trap or Black Arrow you have a 6/12% chance to trigger Lock and Load.
        /// Thrill of the Hunt - You have a 5/10/15% chance when you use Arcane Shot, Explosive Shot or Black Arrow to instantly regain 40% of the base focus cost of the shot.
        /// Toxicology - Increases the periodic critical damage of your Serpent Sting and Black Arrow by 50/100%.
        /// Trap Mastery - Immolation Trap, Explosive Trap and Black Arrow - Increases the periodic damage done by 10/20/30%.
        /// </TalentsAffecting>
        /// <GlyphsAffecting></GlyphsAffecting>
        public BlackArrow(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
        {
            Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;

            Name = "Black Arrow";

            ReqTalent        = true;
            Talent2ChksValue = Talents.BlackArrow;
            ReqRangedWeap    = true;
            ReqSkillsRange   = true;

            Cd            = 30f - (Talents.Resourcefulness * 2f);
            Duration      = 15f;
            TimeBtwnTicks = 1f; // TODO Zhok: Haste?
            FocusCost     = _basefocuscost;
            // 47.35% RAP + 2035 (total damage)
            // 4.2 Increased the damage by 40%
            DamageBase  = /*(StatS.RangedAttackPower * 0.4735f) +*/ 2850f;
            DamageBonus = 1f + (Talents.TrapMastery * 0.10f);

            Initialize();
        }
Example #29
0
        /// <summary>
        /// <b>Serpent Sting</b>, 25 Focus,5-40yd, Instant, No Cd
        /// <para>Causes (RAP * 0.4 + (460 * 15 sec / 3)) Nature damage over 15 sec.</para>
        /// </summary>
        /// <TalentsAffecting>
        /// Chimera Shot - An instant shot that causes ranged weapon damage plus RAP*0.732+1620, refreshing the duration of  your Serpent Sting and healing you for 5% of your total health.
        /// Noxious Stings - Increases your damage done on targets afflicted by your Serpent Sting by 5/10%.
        /// Serpent Spread - Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 6/9 sec of its total duration.
        /// Toxicology - Increases the periodic critical damage of your Serpent Sting and Black Arrow by 50/100%.
        /// </TalentsAffecting>
        /// <GlyphsAffecting>Glyph of Serpent Sting - Increases the periodic critical strike chance of your Serpent Sting by 6%.</GlyphsAffecting>
        public SerpentSting(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
        {
            Char           = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
            Name           = "Serpent Sting";
            ReqRangedWeap  = true;
            ReqSkillsRange = true;
            TimeBtwnTicks  = 3f; // In Seconds
            Duration       = 15f;
            FocusCost      = 25f;
            DamageBase     = (StatS.RangedAttackPower * 0.4f + (460f * 15f / 3f));

            BonusCritChance                  = 1f + (Talents.GlyphOfSerpentSting ? 0.06f : 0f) + (Talents.ImprovedSerpentSting * 0.05f);
            MinRange                         = 5f;
            MaxRange                         = 40f;
            CanCrit                          = true;
            StatS.BonusDamageMultiplier     += (.05f * Talents.NoxiousStings);
            StatS.BonusCritDamageMultiplier += (.5f * Talents.Toxicology);
            // Improved Serpent Sting
            // Noxious Stings
            //
            Initialize();
        }
Example #30
0
 /// <summary>
 /// <b>Serpent Sting</b>, 25 Focus,5-40yd, Instant, No Cd
 /// <para>Causes (RAP * 0.4 + (460 * 15 sec / 3)) Nature damage over 15 sec.</para>
 /// </summary>
 /// <TalentsAffecting>
 /// Chimera Shot - An instant shot that causes ranged weapon damage plus RAP*0.732+1620, refreshing the duration of  your Serpent Sting and healing you for 5% of your total health.
 /// Noxious Stings - Increases your damage done on targets afflicted by your Serpent Sting by 5/10%.
 /// Serpent Spread - Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 6/9 sec of its total duration.
 /// Toxicology - Increases the periodic critical damage of your Serpent Sting and Black Arrow by 50/100%.
 /// </TalentsAffecting>
 /// <GlyphsAffecting>Glyph of Serpent Sting - Increases the periodic critical strike chance of your Serpent Sting by 6%.</GlyphsAffecting>
 public SerpentSting(Character c, StatsHunter s, CombatFactors cf, WhiteAttacks wa, CalculationOptionsHunter co)
 {
     Char = c; StatS = s; combatFactors = cf; Whiteattacks = wa; CalcOpts = co;
     Name = "Serpent Sting";
     ReqRangedWeap = true;
     ReqSkillsRange = true;
     TimeBtwnTicks = 3f; // In Seconds
     Duration = 15f;
     FocusCost = 25f;
     DamageBase = (StatS.RangedAttackPower * 0.4f + (460f * 15f / 3f));
     
     BonusCritChance = 1f + (Talents.GlyphOfSerpentSting ? 0.06f : 0f) + (Talents.ImprovedSerpentSting * 0.05f);
     MinRange = 5f;
     MaxRange = 40f;
     CanCrit = true;
     StatS.BonusDamageMultiplier += (.05f * Talents.NoxiousStings);
     StatS.BonusCritDamageMultiplier += (.5f * Talents.Toxicology);
     // Improved Serpent Sting
     // Noxious Stings
     //
     Initialize();
 }
Example #31
0
        /// <summary>
        /// Initilize the abilties for use in generating the rotation.
        /// </summary>
        protected virtual void initAbilities()
        {
            AbilityList.Clear();
            if (WhiteAtks != null)
            {
                WhiteAtks.InvalidateCache();
            }

            // Whites
            WhiteAtks = new Skills.WhiteAttacks(Char, StatS, CombatFactors, CalcOpts, BossOpts);

            // Filler/ Focus regen.
            Steady = new Skills.SteadyShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Steady));
            Cobra = new Skills.CobraShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Cobra));

            // Shared Instants
            Multi = new Skills.MultiShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Multi));
            Arcane = new Skills.ArcaneShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Arcane));

            // Spec specific.
            Explosive = new Skills.ExplosiveShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Explosive));
            this.BlackArrowD = new Skills.BlackArrow(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(BlackArrowD));
            Aimed = new Skills.AimedShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Aimed));
            CAAimed = new Skills.CAAimedShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(CAAimed));
            MMMAimed = new Skills.MMMAimedShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(MMMAimed));
            ChimeraShot = new Skills.ChimeraShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(ChimeraShot));
            //Skills.Ability Intimidate = new Skills.Intimidate(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            Bestial = new Skills.BestialWrath(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Bestial));

            // Generic
            Piercing = new Skills.PiercingShots(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Piercing));
            Kill = new Skills.KillShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Kill));

            // Buffs
            Rapid = new Skills.RapidFire(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Rapid));
            Ready = new Skills.Readiness(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Ready));

            // DOT
            Serpent = new Skills.SerpentSting(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Serpent));

            // Traps
            //AddAbility(new AbilWrapper(new Skills.ImmolationTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            //AddAbility(new AbilWrapper(new Skills.ExplosiveTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            //AddAbility(new AbilWrapper(new Skills.FreezingTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            //AddAbility(new AbilWrapper(new Skills.FrostTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
        }