Exemple #1
0
        public static float GetEffectiveTargetArmor(int AttackerLevel, float TargetArmor,
                                                    float ArmorIgnoreDebuffs, float ArmorIgnoreBuffs, float ArmorPenetrationRating)
        {
            float ArmorConstant = 400 + 85 * AttackerLevel + 4.5f * 85 * (AttackerLevel - 59);

            TargetArmor *= (1f - ArmorIgnoreDebuffs) * (1f - ArmorIgnoreBuffs);
            float ArPCap = Math.Min((TargetArmor + ArmorConstant) / 3f, TargetArmor);
            float Amount = StatConversion.GetArmorPenetrationFromRating(ArmorPenetrationRating);

            TargetArmor -= ArPCap * Math.Min(1.0f, Amount);

            return(TargetArmor);
        }
Exemple #2
0
 public static float BonusArmorPenetrationPercentage(Character character, Stats stats)
 {
     return(StatConversion.GetArmorPenetrationFromRating(stats.ArmorPenetrationRating, CharacterClass.Warrior));
     //return ((stats.ArmorPenetrationRating * ProtWarr.ArPToArmorPenetration) / 100.0f);
 }
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> dictValues = new Dictionary <string, string>();
            string format   = "";
            int    LevelDif = combatFactors.levelDif;

            // Base Stats
            dictValues.Add("Health and Stamina", string.Format("{0:##,##0} : {1:##,##0}*" +
                                                               "{2:00,000} : Base Health" +
                                                               "\r\n{3:00,000} : Stam Bonus",
                                                               AverageStats.Health, AverageStats.Stamina,
                                                               BaseHealth,
                                                               StatConversion.GetHealthFromStamina(AverageStats.Stamina)));
            dictValues.Add("Armor", string.Format("{0}*Increases Attack Power by {1}", Armor, TeethBonus));
            #region Strength
            {
                int    formIter  = 1;
                string theFormat = "";

                float[] passiveContrsVals = new float[] {
                    combatFactors.Char.WarriorTalents.StrengthOfArms * 0.02f,
                    (combatFactors.FuryStance ? combatFactors.Char.WarriorTalents.ImprovedBerserkerStance * 0.04f : 0f),
                    BuffsStats.Strength,
                    BuffsStats.BonusStrengthMultiplier,
                };

                string[] passiveContrs = new string[] {
                    "Strength of Arms",
                    "Improved Berserker Stance",
                    "Buffs : Simple",
                    "Buffs : Multi",
                };

                theFormat += "{0:0.#}*"; // Averaged % and Averaged Rating
                theFormat += "The Pane shows Averaged Values";
                theFormat += "\r\n";
                theFormat += "\r\n= Your Passive Contributions =";
                theFormat += "\r\n{" + formIter.ToString() + ":00.#%} : " + passiveContrs[0]; formIter++;
                theFormat += "\r\n{" + formIter.ToString() + ":00.#%} : " + passiveContrs[1]; formIter++;
                theFormat += "\r\n{" + formIter.ToString() + ":0.#} : " + passiveContrs[2]; formIter++;
                theFormat += "\r\n{" + formIter.ToString() + ":00.#%} : " + passiveContrs[3]; formIter++;
                theFormat += "\r\n";
                theFormat += "\r\n= UnProc'd =";
                theFormat += "\r\nValue: {" + formIter.ToString() + ":0.#}"; formIter++;
                theFormat += "\r\nIncreases Attack Power by {" + formIter.ToString() + ":0.#}"; formIter++;
                theFormat += "\r\n";
                theFormat += "\r\n= Proc'd =";
                theFormat += "\r\nValue: {" + formIter.ToString() + ":0.#}"; formIter++;
                theFormat += "\r\nIncreases Attack Power by {" + formIter.ToString() + ":0.#}"; formIter++;

                dictValues.Add("Strength", string.Format(theFormat,
                                                         // Averaged Stats
                                                         AverageStats.Strength,
                                                         // Passive Contributions
                                                         passiveContrsVals[0], passiveContrsVals[1], passiveContrsVals[2], passiveContrsVals[3],
                                                         // UnProc'd Stats
                                                         BuffedStats.Strength,
                                                         BuffedStats.Strength * 2f,
                                                         // Proc'd Stats
                                                         MaximumStats.Strength,
                                                         MaximumStats.Strength * 2f
                                                         ));
            }
            #endregion
            dictValues.Add("Attack Power", string.Format("{0}*" +
                                                         "Increases White DPS by {1:0.0}\r\n" +
                                                         "\r\n" +
                                                         "Buffed: {2:0}\r\n" +
                                                         "Proc'd: {3:0}\r\n", (int)AverageStats.AttackPower, AverageStats.AttackPower / 14f,
                                                         BuffedStats.AttackPower, MaximumStats.AttackPower));
            #region Agility
            {
                int    formIter  = 1;
                string theFormat = "";

                float[] passiveContrsVals = new float[] {
                    BuffsStats.Agility,
                    BuffsStats.BonusAgilityMultiplier,
                };

                string[] passiveContrs = new string[] { "Buffs : Simple", "Buffs : Multi" };

                theFormat += "{0:0.#}*"; // Averaged % and Averaged Rating
                theFormat += "The Pane shows Averaged Values";
                theFormat += "\r\n";
                theFormat += "\r\n= Your Passive Contributions =";
                theFormat += "\r\n{" + formIter.ToString() + ":0.#} : " + passiveContrs[0]; formIter++;
                theFormat += "\r\n{" + formIter.ToString() + ":00.#%} : " + passiveContrs[1]; formIter++;
                theFormat += "\r\n";
                theFormat += "\r\n= UnProc'd =";
                theFormat += "\r\nIncreases Crit by {" + formIter.ToString() + ":0.#%}"; formIter++;
                theFormat += "\r\nIncreases Armor by {" + formIter.ToString() + ":0.#}"; formIter++;
                theFormat += "\r\n";
                theFormat += "\r\n= Proc'd =";
                theFormat += "\r\nIncreases Crit by {" + formIter.ToString() + ":0.#%}"; formIter++;
                theFormat += "\r\nIncreases Armor by {" + formIter.ToString() + ":0.#}"; formIter++;

                dictValues.Add("Agility", string.Format(theFormat,
                                                        // Averaged Stats
                                                        AverageStats.Agility,
                                                        // Passive Contributions
                                                        passiveContrsVals[0], passiveContrsVals[1],
                                                        // UnProc'd Stats
                                                        StatConversion.GetCritFromAgility(BuffedStats.Agility, CharacterClass.Warrior),
                                                        StatConversion.GetArmorFromAgility(BuffedStats.Agility),
                                                        // Proc'd Stats
                                                        StatConversion.GetCritFromAgility(MaximumStats.Agility, CharacterClass.Warrior),
                                                        StatConversion.GetArmorFromAgility(MaximumStats.Agility)
                                                        ));
            }
            #endregion
            #region Crit
            {
                // sub to add neg number as pos, for overcapping to compensate
                // for boss level on yellows (or whites, I dont remember which)
                // Whites clip crit cap with glances, dodges, parries, misses
                float WhCritCap = 1f;// +StatConversion.NPC_LEVEL_CRIT_MOD[LevelDif];
                //float YwCritCap = 1f + StatConversion.NPC_LEVEL_CRIT_MOD[LevelDif];
                if (combatFactors.useOH)
                {
                    WhCritCap -= (Whites.OHAtkTable.Glance + Whites.OHAtkTable.AnyNotLand);
                    //    YwCritCap -= (new AttackTable(combatFactors.Char, BuffedStats, combatFactors, combatFactors.CalcOpts, FW, false, false, false)).AnyNotLand;
                }
                else
                {
                    WhCritCap -= (Whites.MHAtkTable.Glance + Whites.MHAtkTable.AnyNotLand);
                    // Yellows clip crit cap with dodges, parries, misses
                    //    YwCritCap -= (new AttackTable(combatFactors.Char, BuffedStats, combatFactors, combatFactors.CalcOpts, FW, true, false, false)).AnyNotLand;
                }
                float useRamp = 0f;
                if (combatFactors.Char.WarriorTalents.Rampage > 0f)
                {
                    useRamp = 0.05f;
                }
                float[] passiveContrsVals = new float[] {
                    0.03192f,
                    AgilityCritBonus,
                    StatConversion.GetCritFromRating(BuffedStats.CritRating + BuffedStats.DeathbringerProc),
                    combatFactors.Char.WarriorTalents.Cruelty * 0.01f,
                    (combatFactors.FuryStance ? 0.03f : 0f),
                    (combatFactors.FuryStance ? AverageStats.BonusWarrior_T9_2P_Crit : 0f),
                    BonusCritPercPoleAxeSpec,
                    BuffsStats.PhysicalCrit + useRamp,
                };
                float passiveContrsTtlVal = passiveContrsVals[0] + passiveContrsVals[1] + passiveContrsVals[2]
                                            + passiveContrsVals[3] + passiveContrsVals[4] + passiveContrsVals[5]
                                            + passiveContrsVals[6] + passiveContrsVals[7];
                string[] passiveContrs = new string[] { "Base Crit", "From Agility", "From Crit Rating", "Cruelty",
                                                        "Berserker Stance", "T9 2P Set Bonus", "Poleaxe Specialization",
                                                        "Buffs" };

                //float WhUnProcdCrit = StatConversion.GetCritFromRating(BuffedStats.CritRating + BuffedStats.DeathbringerProc);
                float WhProcdCrit            = StatConversion.GetCritFromRating(MaximumStats.CritRating + MaximumStats.DeathbringerProc - BuffedStats.CritRating - BuffedStats.DeathbringerProc);
                bool  isWhUnProcdOverCap     = passiveContrsTtlVal > WhCritCap;
                bool  isWhProcdOverCap       = passiveContrsTtlVal + WhProcdCrit > WhCritCap;
                float amountWhUnProcdOverCap = Math.Abs(StatConversion.GetRatingFromCrit(WhCritCap - passiveContrsTtlVal));
                float amountWhProcdOverCap   = Math.Abs(StatConversion.GetRatingFromCrit(WhCritCap - (passiveContrsTtlVal + WhProcdCrit)));

                float YwUnProcdCrit = StatConversion.GetCritFromRating(BuffedStats.CritRating + BuffedStats.DeathbringerProc);
                float YwProcdCrit   = StatConversion.GetCritFromRating(MaximumStats.CritRating + MaximumStats.DeathbringerProc);
                //bool isYwUnProcdOverCap = passiveContrsTtlVal + YwUnProcdCrit > YwCritCap;
                //bool isYwProcdOverCap = passiveContrsTtlVal + YwProcdCrit > YwCritCap;
                //float amountYwUnProcdOverCap = Math.Abs(StatConversion.GetRatingFromCrit(YwCritCap - (passiveContrsTtlVal + YwUnProcdCrit)));
                //float amountYwProcdOverCap = Math.Abs(StatConversion.GetRatingFromCrit(YwCritCap - (passiveContrsTtlVal + YwProcdCrit)));

                string theFormat = GenFormattedString(passiveContrs, true,
                                                      isWhUnProcdOverCap, isWhProcdOverCap
                                                      //isYwUnProcdOverCap, isYwProcdOverCap
                                                      );

                dictValues.Add("Crit", string.Format(theFormat,
                                                     // Averaged Stats
                                                     CritPercent, AverageStats.CritRating,
                                                     // Passive Contributions
                                                     passiveContrsVals[0], passiveContrsVals[1], passiveContrsVals[2],
                                                     passiveContrsVals[3], passiveContrsVals[4], passiveContrsVals[5],
                                                     passiveContrsVals[6], passiveContrsVals[7],
                                                     // UnProc'd Stats
                                                     BuffedStats.CritRating + BuffedStats.DeathbringerProc,
                                                     Math.Min(WhCritCap, passiveContrsTtlVal), amountWhUnProcdOverCap,
                                                     //Math.Min(YwCritCap, passiveContrsTtlVal + YwUnProcdCrit), amountYwUnProcdOverCap,
                                                     // Proc'd Stats
                                                     MaximumStats.CritRating + MaximumStats.DeathbringerProc,
                                                     Math.Min(WhCritCap, passiveContrsTtlVal + WhProcdCrit), amountWhProcdOverCap
                                                     //Math.Min(YwCritCap, passiveContrsTtlVal + YwProcdCrit), amountYwProcdOverCap
                                                     ));
            }
            #endregion
            #region Armor Penetration
            {
                float   ArPCap            = 1.00f;
                float[] passiveContrsVals = new float[] {
                    (!combatFactors.FuryStance ? 0.10f : 0f),
                    (!combatFactors.FuryStance ? AverageStats.BonusWarrior_T9_2P_ArP : 0f),
                    ArmorPenetrationMaceSpec
                };
                float    passiveContrsTtlVal  = passiveContrsVals[0] + passiveContrsVals[1] + passiveContrsVals[2];
                string[] passiveContrs        = new string[] { "Battle Stance", "T9 2P Set Bonus", "Mace Specialization" };
                float    UnProcdArP           = StatConversion.GetArmorPenetrationFromRating(BuffedStats.ArmorPenetrationRating);
                float    ProcdArP             = StatConversion.GetArmorPenetrationFromRating(MaximumStats.ArmorPenetrationRating);
                bool     isUnProcdOverCap     = passiveContrsTtlVal + UnProcdArP > ArPCap;
                bool     isProcdOverCap       = passiveContrsTtlVal + ProcdArP > ArPCap;
                float    amountUnProcdOverCap = Math.Abs(StatConversion.GetRatingFromArmorPenetration(ArPCap - (passiveContrsTtlVal + UnProcdArP)));
                float    amountProcdOverCap   = Math.Abs(StatConversion.GetRatingFromArmorPenetration(ArPCap - (passiveContrsTtlVal + ProcdArP)));
                string   theFormat            = GenFormattedString(passiveContrs, true, isUnProcdOverCap, isProcdOverCap);
                dictValues.Add("Armor Penetration", string.Format(theFormat,
                                                                  // Averaged Stats
                                                                  ArmorPenetration, AverageStats.ArmorPenetrationRating,
                                                                  // Passive Contributions
                                                                  passiveContrsVals[0], passiveContrsVals[1], passiveContrsVals[2],
                                                                  // UnProc'd Stats
                                                                  BuffedStats.ArmorPenetrationRating,
                                                                  Math.Min(ArPCap, passiveContrsTtlVal + UnProcdArP),
                                                                  amountUnProcdOverCap,
                                                                  // Proc'd Stats
                                                                  MaximumStats.ArmorPenetrationRating,
                                                                  Math.Min(ArPCap, passiveContrsTtlVal + ProcdArP),
                                                                  amountProcdOverCap
                                                                  ));
            }
            #endregion
            #region Haste
            {
                // Haste has no cap? Shouldn't there be a 100% cap or something?
                // We should also state the before/after effects of haste on white swings
                // Maybe a good point to show how much swing time is lost to Slams too?
                float heroism = 0f;
                if (BuffsStats._rawSpecialEffectData != null)
                {
                    foreach (SpecialEffect effect in BuffsStats._rawSpecialEffectData)
                    {
                        if (effect != null && effect.Stats.PhysicalHaste > 0)
                        {
                            heroism = effect.GetAverageStats().PhysicalHaste;
                        }
                    }
                }
                float[] passiveContrsVals = new float[] {
                    combatFactors.Char.WarriorTalents.BloodFrenzy * 0.05f,
                        BuffsStats.PhysicalHaste,
                        heroism,
                };
                float passiveContrsTtlVal = (1f + passiveContrsVals[0])
                                            * (1f + passiveContrsVals[1])
                                            * (1f + passiveContrsVals[2])
                                            - 1f;
                string[] passiveContrs = new string[] { "Blood Frenzy", "Buffs", "Heroism (Averaged)" };
                float    UnProcdHaste  = StatConversion.GetHasteFromRating(BuffedStats.HasteRating, CharacterClass.Warrior);
                float    ProcdHaste    = StatConversion.GetHasteFromRating(MaximumStats.HasteRating, CharacterClass.Warrior);
                string   theFormat     = GenFormattedString(passiveContrs);

                dictValues.Add("Haste", string.Format(theFormat,
                                                      // Averaged Stats
                                                      HastePercent, AverageStats.HasteRating,
                                                      // Passive Contributions
                                                      passiveContrsVals[0], passiveContrsVals[1], passiveContrsVals[2],
                                                      // UnProc'd Stats
                                                      BuffedStats.HasteRating,
                                                      (1f + passiveContrsTtlVal) * (1f + UnProcdHaste) - 1f,
                                                      // Proc'd Stats
                                                      MaximumStats.HasteRating,
                                                      (1f + passiveContrsTtlVal) * (1f + ProcdHaste) - 1f
                                                      ));
            }
            #endregion
            #region Hit
            {
                // old
                float HitPercent   = StatConversion.GetHitFromRating(HitRating);
                float HitPercBonus = AverageStats.PhysicalHit;
                // Hit Soft Cap ratings check, how far from it
                float capA1         = StatConversion.WHITE_MISS_CHANCE_CAP[LevelDif];
                float convcapA1     = (float)Math.Ceiling(StatConversion.GetRatingFromHit(capA1));
                float sec2lastNumA1 = (convcapA1 - StatConversion.GetRatingFromHit(HitPercent) - StatConversion.GetRatingFromHit(HitPercBonus)) * -1;
                //float lastNumA1    = StatConversion.GetRatingFromExpertise((convcapA1 - Math.Min(MhExpertise, (OhExpertise != 0 ? OhExpertise : MhExpertise))) * -1);
                // Hit Hard Cap ratings check, how far from it
                float capA2         = StatConversion.WHITE_MISS_CHANCE_CAP_DW[LevelDif];
                float convcapA2     = (float)Math.Ceiling(StatConversion.GetRatingFromHit(capA2));
                float sec2lastNumA2 = (convcapA2 - StatConversion.GetRatingFromHit(HitPercent) - StatConversion.GetRatingFromHit(HitPercBonus)) * -1;
                //float lastNumA2   = StatConversion.GetRatingFromExpertise((sec2lastNumA2 - Math.Min(MhExpertise, (OhExpertise != 0 ? OhExpertise : MhExpertise))) * -1);
                dictValues.Add("Hit",
                               string.Format("{0:00.00%} : {1}*" + "{2:0.00%} : From Other Bonuses" +
                                             "\r\n{3:0.00%} : Total Hit % Bonus" +
                                             "\r\n\r\nWhite Two-Hander Cap: " +
                                             (sec2lastNumA1 > 0 ? "You can free {4:0} Rating"
                                                       : "You need {4:0} more Rating") +
                                             "\r\nWhite Dual Wield Cap: " +
                                             (sec2lastNumA2 > 0 ? "You can free {5:0} Rating"
                                                       : "You need {5:0} more Rating"),
                                             StatConversion.GetHitFromRating(AverageStats.HitRating),
                                             AverageStats.HitRating,
                                             HitPercBonus,
                                             HitPercent + HitPercBonus,
                                             (sec2lastNumA1 > 0 ? sec2lastNumA1 : sec2lastNumA1 * -1),
                                             (sec2lastNumA2 > 0 ? sec2lastNumA2 : sec2lastNumA2 * -1)
                                             ));
            }
            #endregion
            #region Expertise
            {
                // Dodge Cap ratings check, how far from it, uses lesser of MH and OH
                // Also factors in Weapon Mastery
                float capB1         = StatConversion.YELLOW_DODGE_CHANCE_CAP[LevelDif] - WeapMastPerc;
                float convcapB1     = (float)Math.Ceiling(StatConversion.GetExpertiseFromDodgeParryReduc(capB1));
                float sec2lastNumB1 = (convcapB1 - Math.Min(MhExpertise, (OhExpertise != 0 ? OhExpertise : MhExpertise))) * -1;
                float lastNumB1     = StatConversion.GetRatingFromExpertise((convcapB1 - WeapMastPerc - Math.Min(MhExpertise, (OhExpertise != 0 ? OhExpertise : MhExpertise))) * -1);
                // Parry Cap ratings check, how far from it, uses lesser of MH and OH
                float capB2         = StatConversion.YELLOW_PARRY_CHANCE_CAP[LevelDif];
                float convcapB2     = (float)Math.Ceiling(StatConversion.GetExpertiseFromDodgeParryReduc(capB2));
                float sec2lastNumB2 = (convcapB2 - Math.Min(MhExpertise, (OhExpertise != 0 ? OhExpertise : MhExpertise))) * -1;
                float lastNumB2     = StatConversion.GetRatingFromExpertise((convcapB2 - Math.Min(MhExpertise, (OhExpertise != 0 ? OhExpertise : MhExpertise))) * -1);
                dictValues.Add("Expertise",
                               string.Format("{0:00.00%} : {1:00.00} : {2}*" +
                                             "Following includes Racial bonus and Strength of Arms" +
                                             "\r\n{3:00.00%} Weapon Mastery (Dodge Only)" +
                                             "\r\n{4:00.00%} : {5:00.00} : MH" +
                                             "\r\n{6:00.00%} : {7:00.00} : OH" +
                                             "\r\n\r\n" + "Dodge Cap: " +
                                             (lastNumB1 > 0 ? "You can free {8:0} Expertise ({9:0} Rating)"
                                 : "You need {8:0} more Expertise ({9:0} Rating)") +
                                             "\r\n" + "Parry Cap: " +
                                             (lastNumB2 > 0 ? "You can free {10:0} Expertise ({11:0} Rating)"
                                 : "You need {10:0} more Expertise ({11:0} Rating)"),
                                             StatConversion.GetDodgeParryReducFromExpertise(Expertise),
                                             Expertise,
                                             AverageStats.ExpertiseRating,
                                             WeapMastPerc,
                                             StatConversion.GetDodgeParryReducFromExpertise(MhExpertise), MhExpertise,
                                             StatConversion.GetDodgeParryReducFromExpertise(OhExpertise), OhExpertise,
                                             (sec2lastNumB1 > 0 ? sec2lastNumB1 : sec2lastNumB1 * -1), (lastNumB1 > 0 ? lastNumB1 : lastNumB1 * -1),
                                             (sec2lastNumB2 > 0 ? sec2lastNumB2 : sec2lastNumB2 * -1), (lastNumB2 > 0 ? lastNumB2 : lastNumB2 * -1)
                                             ));
            }
            #endregion

            dictValues.Add("Description", string.Format("DPS : PerHit : #ActsD"));
            // DPS Abilities
            format = "{0:0000} : {1:00000} : {2:000.00}";
            if (TotalDPS < 0f)
            {
                TotalDPS = 0f;
            }
            foreach (Rawr.DPSWarr.Rotation.AbilWrapper aw in Rot.GetAbilityList())
            {
                if (!aw.ability.Name.Equals("Invalid"))
                {
                    dictValues.Add(aw.ability.Name, string.Format(format, aw.allDPS, aw.ability.DamageOnUse, aw.allNumActivates)
                                   + aw.ability.GenTooltip(aw.allNumActivates, aw.allDPS / TotalDPS));
                }
            }
            // DPS General
            dictValues.Add("White DPS", string.Format("{0:0000} : {1:00000}", WhiteDPS, WhiteDmg) + Whites.GenTooltip(WhiteDPSMH, WhiteDPSOH, TotalDPS));
            dictValues.Add("Deep Wounds", string.Format("{0:0000}*{1:00.0%} of DPS", Rot.DW.TickSize, Rot.DW.TickSize / TotalDPS));
            dictValues.Add("Special DMG Procs", string.Format("{0:0000}*{1:00.0%} of DPS", SpecProcDPS, SpecProcDPS / TotalDPS));
            dictValues.Add("Total DPS", string.Format("{0:#,##0} : {1:#,###,##0}*" + Rot.GCDUsage, TotalDPS, TotalDPS * Duration));
            // Rage
            format = "{0:0000}";
            dictValues.Add("Total Generated Rage", string.Format("{0:00} = {1:0} + {2:0}", WhiteRage + OtherRage, WhiteRage, OtherRage));
            dictValues.Add("Needed Rage for Abilities", string.Format(format, NeedyRage));
            dictValues.Add("Available Free Rage", string.Format(format, FreeRage));
#if (!RAWR3 && DEBUG)
            dictValues.Add("Calculation Time", string.Format("{0}", calculationTime));
#endif
            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);
        }
Exemple #5
0
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> dictValues = new Dictionary <string, string>();

            //string format = "";
            CalcOpts = character.CalculationOptions as CalculationOptionsHunter;

            // Basic Stats
            dictValues.Add("Health and Stamina", string.Format("{0:##,##0} : {1:##,##0}*{2:00,000} : Base Health" +
                                                               "\r\n{3:00,000} : Stam Bonus",
                                                               BasicStats.Health, BasicStats.Stamina, BaseHealth, StatConversion.GetHealthFromStamina(BasicStats.Stamina)));
            dictValues.Add("Mana", BasicStats.Mana.ToString("F0"));
            dictValues.Add("Armor", BasicStats.Armor.ToString("F0"));
            dictValues.Add("Agility", BasicStats.Agility.ToString("F0"));
            dictValues.Add("Ranged Attack Power", string.Format("{0:0000}*Includes:" +
                                                                "\r\n{1:0000} : Base" +
                                                                "\r\n{2:0000} : Agility" +
                                                                "\r\n{3:0000} : Gear" +
                                                                "\r\nProcs were averaged out and added",
                                                                apTotal, apFromBase, apFromAGI, apFromGear));
            dictValues.Add("Intellect", BasicStats.Intellect.ToString("F0"));
            // old
            float HitPercent   = StatConversion.GetHitFromRating(BasicStats.HitRating);
            float HitPercBonus = BasicStats.PhysicalHit - HitPercent;

            // Hit Soft Cap ratings check, how far from it
#if RAWR3 || SILVERLIGHT
            float capA1 = StatConversion.WHITE_MISS_CHANCE_CAP[BossOpts.Level - character.Level];
#else
            float capA1 = StatConversion.WHITE_MISS_CHANCE_CAP[CalcOpts.TargetLevel - character.Level];
#endif
            float convcapA1     = (float)Math.Ceiling(StatConversion.GetRatingFromHit(capA1));
            float sec2lastNumA1 = (convcapA1 - StatConversion.GetRatingFromHit(HitPercent) - StatConversion.GetRatingFromHit(HitPercBonus)) * -1;
            dictValues.Add("Hit",
                           string.Format("{0:00.00%} : {1}*" + "{2:0.00%} : From Other Bonuses" +
                                         Environment.NewLine + "{3:0.00%} : Total Hit % Bonus" +
                                         Environment.NewLine + Environment.NewLine + "Ranged Cap: " +
                                         (sec2lastNumA1 > 0 ? "You can free {4:0} Rating"
                                                   : "You need {4:0} more Rating"),
                                         StatConversion.GetHitFromRating(BasicStats.HitRating),
                                         BasicStats.HitRating,
                                         HitPercBonus,
                                         HitPercent + HitPercBonus,
                                         (sec2lastNumA1 > 0 ? sec2lastNumA1 : sec2lastNumA1 * -1)
                                         ));
            dictValues.Add("Crit", string.Format("{0:00.00%} : {1}*Includes:" +
                                                 "\r\n{2:00.00%} : Base Crit" +
                                                 "\r\n{3:00.00%} : Agility" +
                                                 "\r\n{4:00.00%} : Rating" +
                                                 "\r\n{5:00.00%} : Racial" +
                                                 "\r\n{6:00.00%} : Proc Effects" +
                                                 "\r\n{7:00.00%} : Lethal Shots" +
                                                 "\r\n{8:00.00%} : Killer Instincts" +
                                                 "\r\n{9:00.00%} : Master Marksman" +
                                                 "\r\n{10:00.00%} : Master Tactician" +
                                                 "\r\n{11:00.00%} : Buffs & Debuffs" +
                                                 "\r\n{12:00.00%} : Level Adjustment" +
                                                 "\r\n\r\nNote that individual Shots will handle their own crit caps",
                                                 critRateOverall, BasicStats.CritRating,
                                                 critBase, critFromAgi, critFromRating, critFromRacial,
                                                 critFromProcRating, critFromLethalShots, critFromKillerInstincts,
                                                 critFromMasterMarksman, critFromMasterTactician, critFromBuffs,
                                                 critFromDepression * -1f));
            dictValues.Add("Armor Penetration", string.Format("{0:00.00%} : {1}" + "*Enemy's Damage Reduction from armor: {2:00.00%}",
                                                              StatConversion.GetArmorPenetrationFromRating(BasicStats.ArmorPenetrationRating),
                                                              BasicStats.ArmorPenetrationRating,
                                                              damageReductionFromArmor));
            dictValues.Add("Haste", string.Format("{0:00.00%} : {1:0}*Includes:" +
                                                  "\r\n{2:00.00%} : Base" +
                                                  "\r\n{3:00.00%} : Rating" +
                                                  "\r\n{4:00.00%} : Serpent's Swiftness" +
                                                  "\r\n{5:00.00%} : Buffs" +
                                                  "\r\n{6:00.00%} : Rapid Fire" +
                                                  "\r\n{7:00.00%} : Proc Effects",
                                                  BasicStats.PhysicalHaste, BasicStats.HasteRating,
                                                  hasteFromBase, hasteFromRating, hasteFromTalentsStatic, hasteFromRangedBuffs,
                                                  hasteFromRapidFire, hasteFromProcs));
            dictValues.Add("Attack Speed", BaseAttackSpeed.ToString("F2"));

            // Pet Stats
            dictValues.Add("Pet Attack Power", pet.PetStats.AttackPower.ToString("F0") +
                           string.Format("*Full Pet Stats:\r\n"
                                         + "Strength: {0:0.0}\r\n"
                                         + "Agility: {1:0.0}\r\n"
                                         + "Hit: {2:0.00%}\r\n"
                                         + "PhysCrit: {3:0.00%}\r\n"
                                         + "PhysHaste: {4:0.00%}\r\n",
                                         pet.PetStats.Strength,
                                         pet.PetStats.Agility,
                                         pet.PetStats.PhysicalHit,
                                         pet.PetStats.PhysicalCrit,
                                         pet.PetStats.PhysicalHaste));
            dictValues.Add("Pet Hit %", petHitTotal.ToString("P2"));
            dictValues.Add("Pet Dodge %", petTargetDodge.ToString("P2"));
            dictValues.Add("Pet Melee Crit %", petCritTotalMelee.ToString("P2") + "*includes:\n" +
                           petCritFromBase.ToString("P2") + " from base\n" +
                           petCritFromAgility.ToString("P2") + " from agility\n" +
                           petCritFromSpidersBite.ToString("P2") + " from Spider's Bite\n" +
                           petCritFromFerocity.ToString("P2") + " from Ferocity\n" +
                           petCritFromGear.ToString("P2") + " from gear\n" +
                           petCritFromBuffs.ToString("P2") + " from buffs\n" +
                           petCritFromTargetDebuffs.ToString("P2") + " from target debuffs\n" +
                           petCritFromDepression.ToString("P2") + " from depression");
            dictValues.Add("Pet Specials Crit %", petCritTotalSpecials.ToString("P2") + "*includes:\n" +
                           petCritTotalMelee.ToString("P2") + " from melee crit\n" +
                           petCritFromCobraStrikes.ToString("P2") + " from Cobra Strikes");
            dictValues.Add("Pet White DPS", petWhiteDPS.ToString("F2"));
            dictValues.Add("Pet Kill Command DPS", petKillCommandDPS.ToString("F2"));
            dictValues.Add("Pet Specials DPS", petSpecialDPS.ToString("F2") /*+
                                                                             * string.Format("Breakout:\r\n"
                                                                             + "Furious Howl: Use {0} DPS {1:0.00}"
                                                                             + "Bite: Use {2} DPS {3:0.00}",
                                                                             + pet.priorityRotation.getSkillFrequency(PetAttacks.FuriousHowl), 0f,
                                                                             + pet.priorityRotation.getSkillFrequency(PetAttacks.Bite), pet.priorityRotation.dps - petWhiteDPS)*/);

            // Shot Stats
            dictValues.Add("Aimed Shot", aimedShot.GenTooltip());
            dictValues.Add("Arcane Shot", arcaneShot.GenTooltip());
            dictValues.Add("Multi Shot", multiShot.GenTooltip());
            dictValues.Add("Silencing Shot", silencingShot.GenTooltip());
            dictValues.Add("Steady Shot", steadyShot.GenTooltip());
            dictValues.Add("Kill Shot", killShot.GenTooltip());
            dictValues.Add("Explosive Shot", explosiveShot.GenTooltip());
            dictValues.Add("Black Arrow", blackArrow.GenTooltip());
            dictValues.Add("Volley", volley.GenTooltip());
            dictValues.Add("Chimera Shot", chimeraShot.GenTooltip());

            //dictValues.Add("Rapid Fire", rapidFire.GenTooltip());
            //dictValues.Add("Readiness", readiness.GenTooltip());
            //dictValues.Add("Bestial Wrath", bestialWrath.GenTooltip());

            // Sting Stats
            dictValues.Add("Serpent Sting", serpentSting.GenTooltip());
            dictValues.Add("Scorpid Sting", scorpidSting.GenTooltip());
            dictValues.Add("Viper Sting", viperSting.GenTooltip());

            // Trap Stats
            dictValues.Add("Immolation Trap", immolationTrap.GenTooltip());
            dictValues.Add("Explosive Trap", explosiveTrap.GenTooltip());
            dictValues.Add("Freezing Trap", freezingTrap.GenTooltip());
            dictValues.Add("Frost Trap", frostTrap.GenTooltip());

            // Mana
            dictValues.Add("Mana Usage Per Second", manaUsageTotal.ToString("F2") + "*includes:\n" +
                           manaUsageRotation.ToString("F2") + " from shot rotation\n" +
                           manaUsageKillCommand.ToString("F2") + " from Kill Command");
            dictValues.Add("Mana Regen Per Second", manaRegenTotal.ToString("F2") + "*includes:\n" +
                           (manaRegenGearBuffs + manaRegenConstantViper + manaRegenViper + manaRegenRoarOfRecovery
                            + manaRegenRapidRecuperation + manaRegenChimeraViperProc + manaRegenInvigoration
                            + manaRegenHuntingParty + manaRegenTargetDebuffs + manaRegenFromPots > 0f ?
                            (manaRegenGearBuffs != 0 ? manaRegenGearBuffs.ToString("F2") + " from Gear and Buffs\n" : "") +
                            (manaRegenConstantViper != 0 ? manaRegenConstantViper.ToString("F2") + " from Constant Aspect of the Viper\n" : "") +
                            (manaRegenViper != 0 ? manaRegenViper.ToString("F2") + " from Aspect of the Viper\n" : "") +
                            (manaRegenRoarOfRecovery != 0 ? manaRegenRoarOfRecovery.ToString("F2") + " from Roar of Recovery\n" : "") +
                            (manaRegenRapidRecuperation != 0 ? manaRegenRapidRecuperation.ToString("F2") + " from Rapid Recuperation\n" : "") +
                            (manaRegenChimeraViperProc != 0 ? manaRegenChimeraViperProc.ToString("F2") + " from Chimera Viper String Proc\n" : "") +
                            (manaRegenInvigoration != 0 ? manaRegenInvigoration.ToString("F2") + " from Invigoration\n" : "") +
                            (manaRegenHuntingParty != 0 ? manaRegenHuntingParty.ToString("F2") + " from Hunting Party\n" : "") +
                            (manaRegenTargetDebuffs != 0 ? manaRegenTargetDebuffs.ToString("F2") + " from Target Debuffs\n" : "") +
                            (manaRegenFromPots != 0 ? manaRegenFromPots.ToString("F2") + " from Pots" : "")
                : "Nothing to add")
                           );
            dictValues.Add("Normal Change", manaChangeDuringNormal.ToString("F2"));
            dictValues.Add("Change during Viper", manaChangeDuringViper.ToString("F2"));
            dictValues.Add("Time to OOM", manaTimeToOOM.ToString("F2"));
            dictValues.Add("Time to Full", manaTimeToFull.ToString("F2"));
            dictValues.Add("Viper Damage Penalty", aspectViperPenalty.ToString("P2"));
            dictValues.Add("Viper Uptime", aspectUptimeViper.ToString("P2"));
            dictValues.Add("No Mana Damage Penalty", NoManaDPSDownTimePerc.ToString("P2"));

            // Hunter DPS
            dictValues.Add("Autoshot DPS", AutoshotDPS.ToString("F2"));
            dictValues.Add("Priority Rotation DPS", CustomDPS.ToString("F2"));
            dictValues.Add("Wild Quiver DPS", WildQuiverDPS.ToString("F2"));
            dictValues.Add("Kill Shot low HP gain", killShotSub20FinalGain.ToString("F2") + "*" +
                           "Kill Shot freq: " + killShot.Freq.ToString("F2") + " -> " + killShot.start_freq.ToString("F2") + "\n" +
                           "Steady Shot freq: " + steadyShot.Freq.ToString("F2") + " -> " + killShotSub20NewSteadyFreq.ToString("F2") + "\n" +
                           "Kill Shot DPS: " + killShot.DPS.ToString("F2") + " -> " + killShotSub20NewDPS.ToString("F2") + "\n" +
                           "Steady Shot DPS: " + steadyShot.DPS.ToString("F2") + " -> " + killShotSub20NewSteadyDPS.ToString("F2") + "\n" +
                           "DPS Gain when switched: " + killShotSub20Gain.ToString("F2") + "\n" +
                           "Time spent sub-20%: " + killShotSub20TimeSpent.ToString("P2"));
            dictValues.Add("Aspect Loss", aspectBeastLostDPS.ToString("F2") + "*" +
                           "Hawk Uptime: " + aspectUptimeHawk.ToString("P2") + "\n" +
                           "Viper Uptime: " + aspectUptimeViper.ToString("P2") + "\n" +
                           "Beast Uptime: " + aspectUptimeBeast.ToString("P2"));
            dictValues.Add("Piercing Shots DPS", PiercingShotsDPS.ToString("F2") + "*" +
                           "Steady Shot: " + PiercingShotsDPSSteadyShot.ToString("F2") + "\n" +
                           "Aimed Shot: " + PiercingShotsDPSAimedShot.ToString("F2") + "\n" +
                           "Chimera Shot: " + PiercingShotsDPSChimeraShot.ToString("F2") + "\n");
            dictValues.Add("Special DMG Procs DPS", SpecProcDPS.ToString("F2"));

            // Combined DPS
            string zod = (BonusAttackProcsDPS != 0 ? string.Format("*Includes:\r\nZod's Proc: {0:0.0}", BonusAttackProcsDPS) : "");
            dictValues.Add("Hunter DPS", HunterDpsPoints.ToString("F2") + zod);
            dictValues.Add("Pet DPS", PetDpsPoints.ToString("F2"));
            dictValues.Add("Total DPS", OverallPoints.ToString("F2"));

            return(dictValues);
        }
Exemple #6
0
 public static float BonusArmorPenetrationPercentage(Character character, Stats stats)
 {
     return(StatConversion.GetArmorPenetrationFromRating(stats.ArmorPenetrationRating, CharacterClass.Paladin));
 }
Exemple #7
0
        public EnhSim(Character character, CalculationOptionsEnhance calcOpts)
        {
            _character = character;
            _calcOpts  = calcOpts;
            CalculationsEnhance          ce    = new CalculationsEnhance();
            CharacterCalculationsEnhance calcs = ce.GetCharacterCalculations(character, null) as CharacterCalculationsEnhance;
            Stats stats = calcs.EnhSimStats;

            if (_character.ActiveBuffsContains("Master of Anatomy"))
            {
                stats.CritRating += 40;
            }
            CombatStats cs = new CombatStats(character, stats, _calcOpts);

            getSpecialsNames(character, stats);

            StringBuilder sb = new StringBuilder();

            sb.AppendLine();
            sb.AppendLine("##########################################");
            sb.AppendLine("### Rawr.Enhance Data Export to EnhSim ###");
            sb.AppendLine("##########################################");
            sb.AppendLine();
            sb.AppendLine("config_source rawr");
            sb.AppendLine();

            float MHSpeed = character.MainHand == null ? 3.0f : character.MainHand.Item.Speed;
            float wdpsMH  = character.MainHand == null ? 46.3f : character.MainHand.Item.DPS;
            float OHSpeed = character.OffHand == null ? 3.0f : character.OffHand.Item.Speed;
            float wdpsOH  = character.OffHand == null ? 46.3f : character.OffHand.Item.DPS;

            sb.AppendLine("race                            " + character.Race.ToString().ToLower());
            sb.AppendLine("mh_speed                        " + MHSpeed.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_speed                        " + OHSpeed.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("mh_dps                          " + wdpsMH.ToString("F1", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_dps                          " + wdpsOH.ToString("F1", CultureInfo.InvariantCulture));
            float chanceCrit = cs.ExportMeleeCritMH * 100f;

            sb.AppendLine("mh_crit                         " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture));
            chanceCrit = cs.ExportMeleeCritOH * 100f;
            sb.AppendLine("oh_crit                         " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture));
            float hitBonus = StatConversion.GetHitFromRating(stats.HitRating) * 100f;

            sb.AppendLine("mh_hit                          " + hitBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_hit                          " + hitBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("mh_expertise_rating             " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("oh_expertise_rating             " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("ap                              " + stats.AttackPower.ToString("F0", CultureInfo.InvariantCulture));
            float hasteBonus = StatConversion.GetHasteFromRating(stats.HasteRating, CharacterClass.Shaman) * 100f;

            sb.AppendLine("melee_haste                     " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture));
            float armourPenBonus = StatConversion.GetArmorPenetrationFromRating(stats.ArmorPenetrationRating) * 100f;

            sb.AppendLine("armor_penetration               " + armourPenBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("str                             " + stats.Strength.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("agi                             " + stats.Agility.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("int                             " + stats.Intellect.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("spi                             " + stats.Spirit.ToString("F0", CultureInfo.InvariantCulture));
            sb.AppendLine("spellpower                      " + stats.SpellPower.ToString("F0", CultureInfo.InvariantCulture));
            float chanceSpellCrit = cs.DisplaySpellCrit * 100f;

            sb.AppendLine("spell_crit                      " + chanceSpellCrit.ToString("F2", CultureInfo.InvariantCulture));
            hitBonus = StatConversion.GetSpellHitFromRating(stats.HitRating) * 100f;
            sb.AppendLine("spell_hit                       " + hitBonus.ToString("F2", CultureInfo.InvariantCulture));
            hasteBonus = StatConversion.GetSpellHasteFromRating(stats.HasteRating) * 100f;
            sb.AppendLine("spell_haste                     " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture));
            sb.AppendLine("max_mana                        " + stats.Mana.ToString());
            sb.AppendLine("mp5                             " + stats.Mp5.ToString());
            sb.AppendLine();
            sb.AppendLine("mh_imbue                        " + _calcOpts.MainhandImbue.ToString().ToLower());
            sb.AppendLine("oh_imbue                        " + _calcOpts.OffhandImbue.ToString().ToLower());
            sb.AppendLine();
            sb.AppendLine("mh_enchant                      " + _mhEnchant);
            String weaponType = "-";

            if (character.MainHand != null)
            {
                if (character.MainHand.Type == ItemType.OneHandAxe || character.MainHand.Type == ItemType.TwoHandAxe)
                {
                    weaponType = "axe";
                }
                if (character.MainHand.Type == ItemType.FistWeapon)
                {
                    weaponType = "fist";
                }
            }
            sb.AppendLine("mh_weapon                       " + weaponType);
            sb.AppendLine("oh_enchant                      " + _ohEnchant);
            weaponType = "-";
            if (character.OffHand != null)
            {
                if (character.OffHand.Type == ItemType.OneHandAxe)
                {
                    weaponType = "axe";
                }
                if (character.OffHand.Type == ItemType.FistWeapon)
                {
                    weaponType = "fist";
                }
            }
            sb.AppendLine("oh_weapon                       " + weaponType);
            sb.AppendLine();
            sb.AppendLine("trinket1                        " + _trinket1name);
            sb.AppendLine("trinket2                        " + _trinket2name);
            sb.AppendLine();
            sb.AppendLine("totem                           " + _totemname);
            sb.AppendLine(getSetBonuses(character));
            sb.AppendLine("metagem                         " + _metagem);
            sb.AppendLine();
            string handEnchant = character.HandsEnchant == null ? string.Empty : character.HandsEnchant.Name;

            if (handEnchant == "Hyperspeed Accelerators")
            {
                sb.AppendLine("gloves_enchant                  hyperspeed_accelerators");
            }
            else if (handEnchant == "Hand-Mounted Pyro Rocket")
            {
                sb.AppendLine("gloves_enchant                  hand_mounted_pyro_rocket");
            }
            else
            {
                sb.AppendLine("gloves_enchant                  -");
            }
            string backEnchant = character.BackEnchant == null ? string.Empty : character.BackEnchant.Name;

            if (backEnchant == "Lightweave Embroidery")
            {
                sb.AppendLine("cloak_enchant                   lightweave_embroidery");
            }
            else if (backEnchant == "Swordguard Embroidery")
            {
                sb.AppendLine("cloak_enchant                   swordguard_embroidery");
            }
            else
            {
                sb.AppendLine("cloak_enchant                   -");
            }
            if (character.Finger1.Id == 50401 || character.Finger2.Id == 50401 ||
                character.Finger1.Id == 50402 || character.Finger2.Id == 50402)
            {
                sb.AppendLine("ring_proc                       ashen_verdict");
            }
            else
            {
                sb.AppendLine("ring_proc                       -");
            }
            addGlyphs(character, sb);
            sb.AppendLine();
            sb.AppendLine("glyph_minor1                    -");
            sb.AppendLine("glyph_minor2                    -");
            sb.AppendLine("glyph_minor3                    -");
            sb.AppendLine();

            sb.AppendLine("necrotic_touch                  " + (character.MainHand.Id == 50035 ? "1" : "0"));
            sb.AppendLine("necrotic_touch_heroic           " + (character.MainHand.Id == 50692 ? "1" : "0"));
            sb.AppendLine("mixology                        " +
                          (character.PrimaryProfession == Profession.Alchemy ||
                           character.SecondaryProfession == Profession.Alchemy ? "1" : "0"));
            //           addPriorities(_calcOpts, sb);
            addManaConfigs(character, sb);
            sb.AppendLine();
            sb.AppendLine("#############");
            sb.AppendLine("## Talents ##");
            sb.AppendLine("#############");
            sb.AppendLine();
            sb.AppendLine("ancestral_knowledge             " + character.ShamanTalents.AncestralKnowledge + "/5");
            sb.AppendLine("improved_shields                " + character.ShamanTalents.ImprovedShields + "/3");
            sb.AppendLine("mental_dexterity                " + character.ShamanTalents.MentalDexterity + "/3");
            sb.AppendLine("shamanistic_focus               " + character.ShamanTalents.ShamanisticFocus + "/1");
            sb.AppendLine("flurry                          " + character.ShamanTalents.Flurry + "/5");
            sb.AppendLine("elemental_weapons               " + character.ShamanTalents.ElementalWeapons + "/3");
            sb.AppendLine("unleashed_rage                  " + character.ShamanTalents.UnleashedRage + "/3");
            sb.AppendLine("weapon_mastery                  " + character.ShamanTalents.WeaponMastery + "/3");
            sb.AppendLine("dual_wield_specialization       " + character.ShamanTalents.DualWieldSpecialization + "/3");
            sb.AppendLine("mental_quickness                " + character.ShamanTalents.MentalQuickness + "/3");
            sb.AppendLine("improved_stormstrike            " + character.ShamanTalents.ImprovedStormstrike + "/2");
            sb.AppendLine("static_shock                    " + character.ShamanTalents.StaticShock + "/3");
            sb.AppendLine("maelstrom_weapon                " + character.ShamanTalents.MaelstromWeapon + "/5");
            sb.AppendLine("convection                      " + character.ShamanTalents.Convection + "/5");
            sb.AppendLine("concussion                      " + character.ShamanTalents.Concussion + "/5");
            sb.AppendLine("call_of_flame                   " + character.ShamanTalents.CallOfFlame + "/3");
            sb.AppendLine("elemental_devastation           " + character.ShamanTalents.ElementalDevastation + "/3");
            sb.AppendLine("reverberation                   " + character.ShamanTalents.Reverberation + "/5");
            sb.AppendLine("elemental_focus                 " + character.ShamanTalents.ElementalFocus + "/1");
            sb.AppendLine("elemental_fury                  " + character.ShamanTalents.ElementalFury + "/5");
            sb.AppendLine("improved_fire_nova              " + character.ShamanTalents.ImprovedFireNova + "/2");
            sb.AppendLine("call_of_thunder                 " + character.ShamanTalents.CallOfThunder + "/1");
            sb.AppendLine("unrelenting_storm               " + character.ShamanTalents.UnrelentingStorm + "/3");
            sb.AppendLine("elemental_precision             " + character.ShamanTalents.ElementalPrecision + "/3");
            sb.AppendLine("lightning_mastery               " + character.ShamanTalents.LightningMastery + "/5");
            sb.AppendLine("elemental_oath                  " + character.ShamanTalents.ElementalOath + "/2");
            sb.AppendLine("lightning_overload              " + character.ShamanTalents.LightningOverload + "/5");
            sb.AppendLine("lava_flows                      " + character.ShamanTalents.LavaFlows + "/3");
            sb.AppendLine("storm_earth_and_fire            " + character.ShamanTalents.StormEarthAndFire + "/3");
            sb.AppendLine("shamanism                       " + character.ShamanTalents.Shamanism + "/5");
            sb.AppendLine();

            addBuffs(character, sb);
            // add extras
            sb.AppendLine();
            sb.AppendLine("combat_length                   " + _calcOpts.FightLength.ToString("F2", CultureInfo.InvariantCulture));
            _configText = sb.ToString();
        }