private Stats CalcNormalProc(SpecialEffect effect, Dictionary <int, float> periods, Dictionary <int, float> chances) { Stats effectStats = effect.Stats; Stats proc = effect.GetAverageStats(periods[(int)effect.Trigger], chances[(int)effect.Trigger], CalculationsWarlock.AVG_UNHASTED_CAST_TIME, BossOpts.BerserkTimer); // Handle "recursive effects" - i.e. those that *enable* a // proc during a short window. if (effect.Stats._rawSpecialEffectDataSize == 1 && periods.ContainsKey((int)effect.Stats._rawSpecialEffectData[0].Trigger)) { SpecialEffect inner = effect.Stats._rawSpecialEffectData[0]; Stats innerStats = inner.GetAverageStats(periods[(int)inner.Trigger], chances[(int)inner.Trigger], 1f, effect.Duration); float upTime = effect.GetAverageUptime(periods[(int)effect.Trigger], chances[(int)effect.Trigger], 1f, BossOpts.BerserkTimer); proc.Accumulate(innerStats, upTime); } // E.g. Sorrowsong if (effect.LimitedToExecutePhase) { proc *= CalcOpts.ThirtyFive; } return(proc); }
/// <summary> /// Get Character Stats for multiple calls. Allowing means by which to stack different sets/Special effects. /// </summary> /// <param name="character"></param> /// <param name="additionalItem"></param> /// <param name="sType">Enum describing which set of stats we want.</param> /// <returns></returns> private StatsDK GetCharacterStats(Character character, Item additionalItem, StatType sType, TankDKChar TDK, Rotation rot = null) { StatsDK statsTotal = new StatsDK(); if (null == character.CalculationOptions) { // Possibly put some error text here. return statsTotal; } // Warning TDK can be blank at this point. TDK.Char = character; TDK.calcOpts = character.CalculationOptions as CalculationOptionsTankDK; TDK.bo = character.BossOptions; // Start populating data w/ Basic racial & class baseline. Stats BStats = BaseStats.GetBaseStats(character); statsTotal.Accumulate(BStats); statsTotal.BaseAgility = BStats.Agility; AccumulateItemStats(statsTotal, character, additionalItem); // Stack only the info we care about. statsTotal = GetRelevantStatsLocal(statsTotal); AccumulateBuffsStats(statsTotal, character.ActiveBuffs); AccumulateSetBonusStats(statsTotal, character.SetBonusCount); #region Tier Bonuses: Tank #region T11 int tierCount; if (character.SetBonusCount.TryGetValue("Magma Plated Battlearmor", out tierCount)) { if (tierCount >= 2) { statsTotal.b2T11_Tank = true; } if (tierCount >= 4) { statsTotal.b4T11_Tank = true; } } if (statsTotal.b4T11_Tank) statsTotal.AddSpecialEffect(_SE_IBF[1]); else statsTotal.AddSpecialEffect(_SE_IBF[0]); #endregion #region T12 if (character.SetBonusCount.TryGetValue("Elementium Deathplate Battlearmor", out tierCount)) { if (tierCount >= 2) { statsTotal.b2T12_Tank = true; } if (tierCount >= 4) { statsTotal.b4T12_Tank = true; } } if (statsTotal.b2T12_Tank) { // Your melee attacks cause Burning Blood on your target, // which deals 800 Fire damage every 2 for 6 sec and // causes your abilities to behave as if you had 2 diseases // present on the target. // Implemented in CombatState DiseaseCount statsTotal.FireDamage = 800 / 2; } if (statsTotal.b4T12_Tank) { // Your when your Dancing Rune Weapon expires, it grants 15% additional parry chance for 12 sec. // Implemented in DRW talent Static Special Effect. } #endregion #region T13 if (character.SetBonusCount.TryGetValue("Necrotic Boneplate Armor", out tierCount)) { if (tierCount >= 2) { statsTotal.b2T13_Tank = true; } if (tierCount >= 4) { statsTotal.b4T13_Tank = true; } } if (statsTotal.b2T13_Tank) { // When an attack drops your health below 35%, one of your Blood Runes // will immediately activate and convert into a Death Rune for the next // 20 sec. This effect cannot occur more than once every 45 sec. } if (statsTotal.b4T13_Tank) { // Your Vampiric Blood ability also affects all party and raid members // for 50% of the effect it has on you. } #endregion #endregion Rawr.DPSDK.CalculationsDPSDK.RemoveDuplicateRunes(statsTotal, character, true/*statsTotal.bDW*/); Rawr.DPSDK.CalculationsDPSDK.AccumulateTalents(statsTotal, character); Rawr.DPSDK.CalculationsDPSDK.AccumulatePresenceStats(statsTotal, Presence.Blood, character.DeathKnightTalents); statsTotal.ArcaneResistance += statsTotal.ArcaneResistanceBuff; statsTotal.ArcaneResistanceBuff = 0f; statsTotal.FireResistance += statsTotal.FireResistanceBuff; statsTotal.FireResistanceBuff = 0f; statsTotal.FrostResistance += statsTotal.FrostResistanceBuff; statsTotal.FrostResistanceBuff = 0f; statsTotal.NatureResistance += statsTotal.NatureResistanceBuff; statsTotal.NatureResistanceBuff = 0f; statsTotal.ShadowResistance += statsTotal.ShadowResistanceBuff; statsTotal.ShadowResistanceBuff = 0f; /* At this point, we're combined all the data from gear and talents and all that happy jazz. * However, we haven't applied any special effects nor have we applied any multipliers. * Many special effects are now getting dependant upon combat info (rotations). */ StatsDK PreRatingsBase = statsTotal.Clone() as StatsDK; // Apply the ratings to actual stats. ProcessRatings(statsTotal); ProcessAvoidance(statsTotal, TDK.bo.Level, TDK.Char, PreRatingsBase); statsTotal.EffectiveParry = 0; if (character.MainHand != null) { statsTotal.EffectiveParry = statsTotal.Parry; } float fChanceToGetHit = 1f - Math.Min(1f, statsTotal.Miss + statsTotal.Dodge + statsTotal.EffectiveParry); // Now comes the special handling for secondary stats passes that are dependant upon Boss & Rotation values. if (sType != StatType.Unbuffed && (null != TDK.bo && null != rot)) // Make sure we have the rotation and Boss info. { #region Special Effects #region Talent: Bone Shield if (character.DeathKnightTalents.BoneShield > 0) { int BSStacks = 4; // The number of bones by default. if (Rawr.Properties.GeneralSettings.Default.PTRMode) BSStacks = 6; // The number of bones by default. float BoneLossRate = Math.Max(2f, TDK.bo.DynamicCompiler_Attacks.AttackSpeed / fChanceToGetHit); // 2 sec internal cooldown on loosing bones so the DK can't get spammed to death. float moveVal = character.DeathKnightTalents.GlyphofBoneShield ? 0.15f : 0f; SpecialEffect primary = new SpecialEffect(Trigger.Use, new Stats() { DamageTakenReductionMultiplier = 0.20f, BonusDamageMultiplier = 0.02f, MovementSpeed = moveVal, }, BoneLossRate * BSStacks, 60) {BypassCache = true,}; statsTotal.AddSpecialEffect(primary); } #endregion #region Vengeance // Vengence has the chance to increase AP. int iVengenceMax = (int)(statsTotal.Stamina + (BaseStats.GetBaseStats(character).Health) * .1); int iAttackPowerMax = (int)statsTotal.AttackPower + iVengenceMax; float mitigatedDPS = TDK.bo.GetDPSByType(TDK.role, 0, statsTotal.DamageTakenReductionMultiplier, 0, .14f, statsTotal.Miss, statsTotal.Dodge, statsTotal.EffectiveParry, 0, 0, 0, 0, 0, 0, 0); //statsTotal.ArcaneResistance, statsTotal.FireResistance, statsTotal.FrostResistance, statsTotal.NatureResistance, statsTotal.ShadowResistance); mitigatedDPS = mitigatedDPS * (1 - (float)StatConversion.GetArmorDamageReduction(TDK.bo.Level, statsTotal.Armor, 0f, 0f)); float APStackSingle = mitigatedDPS * 0.05f * TDK.bo.DynamicCompiler_Attacks.AttackSpeed; int APStackCountMax = (int)Math.Floor(iVengenceMax / APStackSingle); SpecialEffect seVeng = new SpecialEffect(Trigger.DamageTaken, new Stats() { AttackPower = APStackSingle }, 2 * 10, 0, 1, APStackCountMax) { BypassCache = true, }; Dictionary<Trigger, float> triggerInterval = new Dictionary<Trigger,float>(); Dictionary<Trigger, float> triggerChance = new Dictionary<Trigger,float>(); triggerInterval.Add(Trigger.DamageTaken, TDK.bo.DynamicCompiler_Attacks.AttackSpeed); triggerChance.Add(Trigger.DamageTaken, 1f); // MitigatedDPS already factors in avoidance. statsTotal.VengenceAttackPower = seVeng.GetAverageStats(triggerInterval, triggerChance).AttackPower; statsTotal.AttackPower += statsTotal.VengenceAttackPower * TDK.calcOpts.VengeanceWeight; #endregion statsTotal.AddSpecialEffect(_SE_DeathPact); // For now we just factor them in once. Rawr.DPSDK.StatsSpecialEffects se = new Rawr.DPSDK.StatsSpecialEffects(rot.m_CT, rot, TDK.bo); StatsDK statSE = new StatsDK(); foreach (SpecialEffect effect in statsTotal.SpecialEffects()) { if (HasRelevantStats(effect.Stats)) { statSE.Accumulate(se.getSpecialEffects(effect)); // statsTotal.Accumulate(se.getSpecialEffects(effect)); // This is done further down. } } // Darkmoon card greatness procs if (statSE.HighestStat > 0 || statSE.Paragon > 0) { if (statSE.Strength >= statSE.Agility) { statSE.Strength += statSE.HighestStat + statSE.Paragon; } else if (statSE.Agility > statSE.Strength) { statSE.Agility += statSE.HighestStat + statSE.Paragon; } statSE.HighestStat = 0; statSE.Paragon = 0; } // Any Modifiers from stats need to be applied to statSE statSE.Strength = StatConversion.ApplyMultiplier(statSE.Strength, statsTotal.BonusStrengthMultiplier); statSE.Agility = StatConversion.ApplyMultiplier(statSE.Agility, statsTotal.BonusAgilityMultiplier); statSE.Stamina = StatConversion.ApplyMultiplier(statSE.Stamina, statsTotal.BonusStaminaMultiplier); // statSE.Stamina = (float)Math.Floor(statSE.Stamina); statSE.Armor = StatConversion.ApplyMultiplier(statSE.Armor, statsTotal.BaseArmorMultiplier); statSE.AttackPower = StatConversion.ApplyMultiplier(statSE.AttackPower, statsTotal.BonusAttackPowerMultiplier); statSE.BonusArmor = StatConversion.ApplyMultiplier(statSE.BonusArmor, statsTotal.BonusArmorMultiplier); statSE.Armor += statSE.BonusArmor; statSE.Health += StatConversion.GetHealthFromStamina(statSE.Stamina) + statSE.BattlemasterHealthProc; statSE.Health = statSE.Health * (1 + statSE.BonusHealthMultiplier); statsTotal.BonusHealthMultiplier = ((1 + statsTotal.BonusHealthMultiplier) * (1 + statSE.BonusHealthMultiplier)) - 1 ; if (character.DeathKnightTalents.BladedArmor > 0) { statSE.AttackPower += (statSE.Armor / 180f) * (float)character.DeathKnightTalents.BladedArmor; } statSE.AttackPower += StatConversion.ApplyMultiplier((statSE.Strength * 2), statsTotal.BonusAttackPowerMultiplier); statSE.ParryRating += statSE.Strength * 0.27f; // Any Modifiers from statSE need to be applied to stats statsTotal.Strength = StatConversion.ApplyMultiplier(statsTotal.Strength, statSE.BonusStrengthMultiplier); statsTotal.Agility = StatConversion.ApplyMultiplier(statsTotal.Agility, statSE.BonusAgilityMultiplier); statsTotal.Stamina = StatConversion.ApplyMultiplier(statsTotal.Stamina, statSE.BonusStaminaMultiplier); // stats.Stamina = (float)Math.Floor(stats.Stamina); statsTotal.Armor = StatConversion.ApplyMultiplier(statsTotal.Armor, statSE.BaseArmorMultiplier); statsTotal.AttackPower = StatConversion.ApplyMultiplier(statsTotal.AttackPower, statSE.BonusAttackPowerMultiplier); statsTotal.BonusArmor = StatConversion.ApplyMultiplier(statsTotal.BonusArmor, statSE.BonusArmorMultiplier); statsTotal.Accumulate(statSE); PreRatingsBase.Miss += statSE.Miss; PreRatingsBase.Dodge += statSE.Dodge; PreRatingsBase.Parry += statSE.Parry; #if DEBUG if (float.IsNaN(statsTotal.Stamina)) throw new Exception("Something very wrong in stats."); #endif #endregion // Special effects } // Apply the Multipliers ProcessStatModifiers(statsTotal, character.DeathKnightTalents.BladedArmor, character); ProcessAvoidance(statsTotal, TDK.bo.Level, TDK.Char, PreRatingsBase); if (character.MainHand != null) { statsTotal.EffectiveParry = statsTotal.Parry; } return (statsTotal); }
private Stats CalcNormalProc(SpecialEffect effect, Dictionary<int, float> periods, Dictionary<int, float> chances) { Stats effectStats = effect.Stats; Stats proc = effect.GetAverageStats(periods[(int)effect.Trigger], chances[(int)effect.Trigger], CalculationsWarlock.AVG_UNHASTED_CAST_TIME, BossOpts.BerserkTimer); // Handle "recursive effects" - i.e. those that *enable* a // proc during a short window. if (effect.Stats._rawSpecialEffectDataSize == 1 && periods.ContainsKey((int)effect.Stats._rawSpecialEffectData[0].Trigger)) { SpecialEffect inner = effect.Stats._rawSpecialEffectData[0]; Stats innerStats = inner.GetAverageStats(periods[(int)inner.Trigger], chances[(int)inner.Trigger], 1f, effect.Duration); float upTime = effect.GetAverageUptime(periods[(int)effect.Trigger], chances[(int)effect.Trigger], 1f, BossOpts.BerserkTimer); proc.Accumulate(innerStats, upTime); } // E.g. Sorrowsong if (effect.LimitedToExecutePhase) { proc *= CalcOpts.ThirtyFive; } return proc; }
public Stats getSpecialEffects(CalculationOptionsTankDK calcOpts, SpecialEffect effect) { Stats statsAverage = new Stats(); Rotation rRotation = calcOpts.m_Rotation; if (effect.Trigger == Trigger.Use) { if (calcOpts.bUseOnUseAbilities == true) { statsAverage.Accumulate(effect.GetAverageStats()); } } else { float trigger = 0f; float chance = effect.Chance; float duration = effect.Duration; float unhastedAttackSpeed = 2f; switch (effect.Trigger) { case Trigger.MeleeCrit: case Trigger.PhysicalCrit: trigger = (1f / rRotation.getMeleeSpecialsPerSecond()) + (combatTable.combinedSwingTime != 0 ? 1f / combatTable.combinedSwingTime : 0.5f); chance = combatTable.physCrits * effect.Chance; unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f); break; case Trigger.MeleeHit: case Trigger.PhysicalHit: trigger = (1f / (rRotation.getMeleeSpecialsPerSecond() * (combatTable.m_bDW ? 2 : 1))) + (combatTable.combinedSwingTime != 0 ? 1f / combatTable.combinedSwingTime : 0.5f); chance = effect.Chance * (1f - (combatTable.missedSpecial + combatTable.dodgedSpecial)); unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f); break; case Trigger.CurrentHandHit: case Trigger.MainHandHit: trigger = (1f / rRotation.getMeleeSpecialsPerSecond()) + (combatTable.MH.hastedSpeed != 0 ? 1f / combatTable.MH.hastedSpeed : 0.5f); chance = effect.Chance * (1f - (combatTable.missedSpecial + combatTable.dodgedSpecial)); unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f); break; case Trigger.OffHandHit: trigger = (1f / rRotation.getMeleeSpecialsPerSecond()) + (combatTable.OH.hastedSpeed != 0 ? 1f / combatTable.OH.hastedSpeed : 0.5f); chance = effect.Chance * (1f - (combatTable.missedSpecial + combatTable.dodgedSpecial)); unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f); break; case Trigger.DamageDone: case Trigger.DamageOrHealingDone: trigger = (1f / rRotation.getMeleeSpecialsPerSecond()) + (combatTable.combinedSwingTime != 0 ? 1f / combatTable.combinedSwingTime : 0.5f); unhastedAttackSpeed = (combatTable.MH != null ? combatTable.MH.baseSpeed : 2.0f); chance = effect.Chance * (1f - (combatTable.missedSpecial + combatTable.dodgedSpecial)); break; case Trigger.DamageSpellCast: case Trigger.SpellCast: case Trigger.DamageSpellHit: case Trigger.SpellHit: trigger = 1f / rRotation.getSpellSpecialsPerSecond(); chance = 1f - combatTable.spellResist; break; case Trigger.DamageSpellCrit: case Trigger.SpellCrit: trigger = 1f / rRotation.getSpellSpecialsPerSecond(); chance = combatTable.spellCrits * effect.Chance; break; case Trigger.DoTTick: trigger = (rRotation.BloodPlague + rRotation.FrostFever) / 3; break; case Trigger.DamageTaken: case Trigger.DamageTakenPhysical: trigger = calcOpts.BossAttackSpeed; chance *= 1f - (stats.Dodge + stats.Parry + stats.Miss); unhastedAttackSpeed = calcOpts.BossAttackSpeed; break; case Trigger.DamageTakenMagical: trigger = calcOpts.IncomingFromMagicFrequency; break; ////////////////////////////////// // DK specific triggers: case Trigger.BloodStrikeHit: case Trigger.HeartStrikeHit: trigger = rRotation.curRotationDuration / (rRotation.BloodStrike + rRotation.HeartStrike); break; case Trigger.PlagueStrikeHit: trigger = rRotation.curRotationDuration / rRotation.PlagueStrike; break; case Trigger.RuneStrikeHit: trigger = rRotation.curRotationDuration / rRotation.RuneStrike; break; case Trigger.IcyTouchHit: trigger = rRotation.curRotationDuration / rRotation.IcyTouch; break; case Trigger.DeathStrikeHit: trigger = rRotation.curRotationDuration / rRotation.DeathStrike; break; case Trigger.ObliterateHit: trigger = rRotation.curRotationDuration / rRotation.Obliterate; break; case Trigger.ScourgeStrikeHit: trigger = rRotation.curRotationDuration / rRotation.ScourgeStrike; break; case Trigger.FrostFeverHit: // Icy Talons triggers off this. trigger = rRotation.curRotationDuration / rRotation.IcyTouch; if (character.DeathKnightTalents.GlyphofHowlingBlast) { trigger += rRotation.curRotationDuration / rRotation.HowlingBlast; } break; } if (!float.IsInfinity(trigger) && !float.IsNaN(trigger)) { if (effect.UsesPPM()) { // If effect.chance < 0 , then it's using PPM. // Let's get the duration * how many times it procs per min: float UptimePerMin = 0; float fWeight = 0; if (duration == 0) // Duration of 0 means that it's a 1 time effect that procs every time the proc comes up. { fWeight = Math.Abs(effect.Chance) / 60; } else { UptimePerMin = duration * Math.Abs(effect.Chance); fWeight = UptimePerMin / 60; } statsAverage.Accumulate(effect.Stats, fWeight); } else { effect.AccumulateAverageStats(statsAverage, trigger, chance, unhastedAttackSpeed, calcOpts.FightLength * 60); } } } return(statsAverage); }