public override void DoAction() { ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); int damage = (int)Math.Round(0.45 * Player.AP * (Player.Sim.DamageMod(res) + (res == ResultType.Crit ? 0 + (0.1 * Player.GetTalentPoints("Impale")) : 0)) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * Player.DamageMod * (Player.DualWielding ? 1 : (1 + 0.01 * Player.GetTalentPoints("2HS"))) ); int threat = (int)Math.Round(damage * Player.ThreatMod); CommonAction(); if (res == ResultType.Parry || res == ResultType.Dodge) { // TODO à vérifier Player.Resource -= Cost / 2; } else { Player.Resource -= Cost; } RegisterDamage(new ActionResult(res, damage, threat)); Player.CheckOnHits(true, false, res); }
public override void DoAction() { Player.applyAtNextAA = null; Weapon weapon = Player.MH; LockedUntil = Player.Sim.CurrentTime + weapon.Speed / Player.HasteMod; ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); int minDmg = (int)Math.Round(weapon.DamageMin + weapon.Speed * (Player.AP + Player.nextAABonus) / 14); int maxDmg = (int)Math.Round(weapon.DamageMax + weapon.Speed * (Player.AP + Player.nextAABonus) / 14); Player.nextAABonus = 0; int damage = (int)Math.Round((Randomer.Next(minDmg, maxDmg + 1) + 157) * (Player.Sim.DamageMod(res) + (res == ResultType.Crit ? 0 + (0.1 * Player.GetTalentPoints("Impale")) : 0)) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * Player.DamageMod * (Player.DualWielding ? 1 : (1 + 0.01 * Player.GetTalentPoints("2HS")))); if (res == ResultType.Parry || res == ResultType.Dodge) { // TODO à vérifier Player.Resource -= Cost / 2; } else { Player.Resource -= Cost; } RegisterDamage(new ActionResult(res, damage)); Player.CheckOnHits(true, false, res); }
public override void DoAction() { ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); int damage = (int)Math.Round(DAMAGE * Player.Sim.DamageMod(res) * (1 + Player.GetTalentPoints("SF") * 0.1) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * Player.DamageMod ); int threat = (int)Math.Round(damage * THREAT_MOD * Player.ThreatMod); CommonAction(); if (res == ResultType.Parry || res == ResultType.Dodge) { // TODO à vérifier Player.Resource -= Cost / 2; } else { Player.Resource -= Cost; } RegisterDamage(new ActionResult(res, damage, threat)); Player.CheckOnHits(true, false, res); }
public override void DoAction() { Weapon weapon = Player.MH; ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); int minDmg = (int)Math.Round(weapon.DamageMin + Simulation.Normalization(weapon) * (Player.AP + Player.nextAABonus) / 14); int maxDmg = (int)Math.Round(weapon.DamageMax + Simulation.Normalization(weapon) * (Player.AP + Player.nextAABonus) / 14); Player.nextAABonus = 0; int damage = (int)Math.Round((Randomer.Next(minDmg, maxDmg + 1) + 68) * Player.Sim.DamageMod(res) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * (1 + (0.02 * Player.GetTalentPoints("Agg"))) * (res == ResultType.Crit ? 1 + (0.06 * Player.GetTalentPoints("Letha")) : 1) * (1 + (0.01 * Player.GetTalentPoints("Murder"))) * Player.DamageMod ); CommonAction(); if (res == ResultType.Parry || res == ResultType.Dodge) { // TODO à vérifier Player.Resource -= Cost / 2; } else { Player.Resource -= Cost; } if (res == ResultType.Hit || res == ResultType.Crit || res == ResultType.Block || res == ResultType.Glance) { Player.Combo++; } /* * if (res == ResultType.Crit && Randomer.NextDouble() < 0.2 * Player.GetTalentPoints("SF")) * { * Player.Combo++; * } */ RegisterDamage(new ActionResult(res, damage)); Player.CheckOnHits(true, false, res); }
public override void DoAction() { ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); int minDmg = (int)Math.Round(Player.Level * 0.85 + Player.AP / 14); int maxDmg = (int)Math.Round(Player.Level * 1.25 + Player.AP / 14); int damage = (int)Math.Round( (Randomer.Next(minDmg, maxDmg + 1) * 2.25 + 180) * (1 + Player.GetTalentPoints("NW") * 0.02) * Player.Sim.DamageMod(res) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * Player.DamageMod); CommonAction(); int cost = Cost; if (Player.Effects.ContainsKey(ClearCasting.NAME)) { cost = 0; Player.Effects[ClearCasting.NAME].StackRemove(); } if (res == ResultType.Parry || res == ResultType.Dodge) { // TODO à vérifier Player.Resource -= cost / 2; } else { Player.Resource -= cost; } if (res == ResultType.Hit || res == ResultType.Crit || res == ResultType.Block || res == ResultType.Glance) { Player.Combo++; } if (res == ResultType.Crit && Randomer.NextDouble() < 0.5 * Player.GetTalentPoints("BF")) { Player.Combo++; } RegisterDamage(new ActionResult(res, damage)); Player.CheckOnHits(true, false, res); }
public override void DoAction() { Player.applyAtNextAA = null; Weapon weapon = Player.MH; LockedUntil = Player.Sim.CurrentTime + weapon.Speed / Player.HasteMod; ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); int minDmg = (int)Math.Round(Player.Level * 0.85 + 2.5 * (Player.AP + Player.nextAABonus) / 14); int maxDmg = (int)Math.Round(Player.Level * 1.25 + 2.5 * (Player.AP + Player.nextAABonus) / 14); Player.nextAABonus = 0; int damage = (int)Math.Round((Randomer.Next(minDmg, maxDmg + 1) + 101) * Player.Sim.DamageMod(res) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * (1 + Player.GetTalentPoints("SF") * 0.1) * Player.DamageMod ); int threat = (int)Math.Round(damage * THREAT_MOD * Player.ThreatMod); int cost = Cost; if (Player.Effects.ContainsKey(ClearCasting.NAME)) { cost = 0; Player.Effects[ClearCasting.NAME].StackRemove(); } if (res == ResultType.Parry || res == ResultType.Dodge) { // TODO à vérifier Player.Resource -= Cost / 2; } else { Player.Resource -= Cost; } RegisterDamage(new ActionResult(res, damage, threat)); Player.CheckOnHits(true, false, res); }
public override void DoAction() { ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); int minDmg = min[Player.Combo - 1]; int maxDmg = max[Player.Combo - 1]; int damage = (int)Math.Round( (Randomer.Next(minDmg, maxDmg + 1) + Player.AP * 0.15) * Player.Sim.DamageMod(res) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * Player.DamageMod * (1 + (0.02 * Player.GetTalentPoints("Agg"))) * (1 + (0.05 * Player.GetTalentPoints("IE"))) * (1 + (0.01 * Player.GetTalentPoints("Murder"))) ); CommonAction(); if (res == ResultType.Parry || res == ResultType.Dodge) { // TODO à vérifier Player.Resource -= Cost / 2; } else { Player.Resource -= Cost; if (Player.GetTalentPoints("RS") > 0 && Randomer.NextDouble() < 0.2 * Player.Combo) { Player.Resource += 25; } Player.Combo = 0; if (Randomer.NextDouble() < 0.2 * Player.GetTalentPoints("Ruth")) { Player.Combo++; } } RegisterDamage(new ActionResult(res, damage)); Player.CheckOnHits(true, false, res); }
public override void DoAction() { ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); CommonAction(); Player.Resource -= Cost; int minDmg = (int)Math.Round(Player.MH.DamageMin + Simulation.Normalization(Player.MH) * Player.AP / 14); int maxDmg = (int)Math.Round(Player.MH.DamageMax + Simulation.Normalization(Player.MH) * Player.AP / 14); int damage = (int)Math.Round(Randomer.Next(minDmg, maxDmg + 1) * Player.Sim.DamageMod(res) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * Player.DamageMod * (res == ResultType.Crit ? 1 + (0.1 * Player.GetTalentPoints("Impale")) : 1) * (Player.DualWielding ? 1 : (1 + 0.01 * Player.GetTalentPoints("2HS")))); RegisterDamage(new ActionResult(res, damage)); Player.CheckOnHits(true, false, res); }
public void DoAA(List <string> alreadyProc = null, bool extra = false) { ResultType res; if (Player.Class == Player.Classes.Warrior && !MH && Player.applyAtNextAA != null) { res = Player.YellowAttackEnemy(Player.Sim.Boss); } else { res = Player.WhiteAttackEnemy(Player.Sim.Boss, MH); } int minDmg = (int)Math.Round( Player.Form == Player.Forms.Cat ? Player.Level * 0.85 + (Player.AP + Player.nextAABonus) / 14 : Weapon.DamageMin + Weapon.Speed * (Player.AP + Player.nextAABonus) / 14); int maxDmg = (int)Math.Round( Player.Form == Player.Forms.Cat ? Player.Level * 1.25 + (Player.AP + Player.nextAABonus) / 14 : Weapon.DamageMax + Weapon.Speed * (Player.AP + Player.nextAABonus) / 14); Player.nextAABonus = 0; int damage = (int)Math.Round(Randomer.Next(minDmg, maxDmg + 1) * Player.Sim.DamageMod(res) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * (Player.Class == Player.Classes.Paladin ? (1 + 0.02 * Player.GetTalentPoints("2HWS")) : 1.0) * Player.DamageMod * (Player.DualWielding ? (MH ? 1 : 0.5 * (1 + (0.05 * Player.GetTalentPoints("DWS")))) : (1 + 0.01 * Player.GetTalentPoints("2HS"))) ); if (Player.Class == Player.Classes.Warrior || Player.Form == Player.Forms.Bear) { Player.Resource += (int)Math.Round(Simulation.RageGained(damage, Player.Level)); //Player.Resource += (int)Math.Round(Simulation.RageGained2(damage, Weapon.Speed, MH, res == ResultType.Crit, Player.Level)); } RegisterDamage(new ActionResult(res, damage)); Player.CheckOnHits(MH, true, res, extra, alreadyProc); }
public override void DoAction() { ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); int minDmg = min[Player.Combo - 1]; int maxDmg = max[Player.Combo - 1]; int cost = Cost; if (Player.Effects.ContainsKey(ClearCasting.NAME)) { cost = 0; Player.Effects[ClearCasting.NAME].StackRemove(); } int damage = (int)Math.Round( (Randomer.Next(minDmg, maxDmg + 1) + Player.AP * 0.15 + 2.5 * (Player.Resource - cost)) * (1 + Player.GetTalentPoints("FA") * 0.03) * Player.Sim.DamageMod(res) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * Player.DamageMod); CommonAction(); if (res == ResultType.Parry || res == ResultType.Dodge) { // TODO à vérifier Player.Resource = cost / 2; } else { Player.Resource = 0; Player.Combo = 0; } RegisterDamage(new ActionResult(res, damage)); Player.CheckOnHits(true, false, res); }
public override void DoAction() { ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss); int reducedCost; switch (Player.GetTalentPoints("IE")) { case 2: reducedCost = 5; break; case 1: reducedCost = 2; break; default: reducedCost = 0; break; } int damage = (int)Math.Round((600 + (Player.Resource - (15 - reducedCost)) * 15) * (Player.Sim.DamageMod(res) + (res == ResultType.Crit ? 0 + (0.1 * Player.GetTalentPoints("Impale")) : 0)) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * Player.DamageMod * (Player.DualWielding ? 1 : (1 + 0.01 * Player.GetTalentPoints("2HS")))); CommonAction(); if (res == ResultType.Parry || res == ResultType.Dodge) { // TODO à vérifier Player.Resource = Cost / 2; } else { Player.Resource = 0; } RegisterDamage(new ActionResult(res, damage)); Player.CheckOnHits(true, false, res); }
public void DoAA(List <string> alreadyProc = null, bool extra = false) { double mitigation = 1; ResultType res; if (Type == AAType.Wand) { mitigation = Simulation.MagicMitigation(Player.Sim.Boss.ResistChances[School]); if (mitigation == 0) { res = ResultType.Resist; } res = Player.RangedMagicAttackEnemy(Player.Sim.Boss); } else if (Type == AAType.Ranged) { res = ResultType.Hit; // TODO } else if (Player.Class == Player.Classes.Warrior && !MH && Player.applyAtNextAA != null) { res = Player.YellowAttackEnemy(Player.Sim.Boss); } else { res = Player.WhiteAttackEnemy(Player.Sim.Boss, MH); } Player.nextAABonus = 0; int minDmg, maxDmg, damage; if (Type == AAType.Wand) { minDmg = (int)Math.Round(Weapon.DamageMin); maxDmg = (int)Math.Round(Weapon.DamageMax); damage = (int)Math.Round(Randomer.Next(minDmg, maxDmg + 1) * Player.Sim.DamageMod(res, Weapon.School, Player.Level, Player.Sim.Boss.Level, true) * Player.DamageMod * (1 + (Player.Class == Player.Classes.Priest ? 0.05 : 0.125) * Player.GetTalentPoints("Wand")) * mitigation * (School == School.Shadow && Player.Class == Player.Classes.Priest ? 1.15 * 1.15 : 1) // shadow weaving + form ); } else { minDmg = (int)Math.Round( Player.Form == Player.Forms.Cat ? Player.Level * 0.85 + (Player.AP + Player.nextAABonus) / 14 : Weapon.DamageMin + Weapon.Speed * (Player.AP + Player.nextAABonus) / 14); maxDmg = (int)Math.Round( Player.Form == Player.Forms.Cat ? Player.Level * 1.25 + (Player.AP + Player.nextAABonus) / 14 : Weapon.DamageMax + Weapon.Speed * (Player.AP + Player.nextAABonus) / 14); damage = (int)Math.Round(Randomer.Next(minDmg, maxDmg + 1) * Player.Sim.DamageMod(res, Weapon.School, Player.Level, Player.Sim.Boss.Level, true) * Simulation.ArmorMitigation(Player.Sim.Boss.Armor) * Player.DamageMod * (Player.DualWielding ? (MH ? 1 : 0.5 * (1 + (0.05 * Player.GetTalentPoints("DWS")))) : (1 + 0.01 * Player.GetTalentPoints("2HS"))) * mitigation ); } int threat = (int)Math.Round(damage * Player.ThreatMod); if (Player.Class == Player.Classes.Warrior || Player.Form == Player.Forms.Bear) { Player.Resource += (int)Math.Round(Simulation.RageGained(damage, Player.Level)); //Player.Resource += (int)Math.Round(Simulation.RageGained2(damage, Weapon.Speed, MH, res == ResultType.Crit, Player.Level)); } RegisterDamage(new ActionResult(res, damage, threat)); if (Type == AAType.Melee) { Player.CheckOnHits(MH, true, res, extra, alreadyProc); } }
public override string ToString() { return(string.Format("Level {0}, {1} Armor ({2:N2}% mitigation)\n", Level, Armor, (1 - Simulation.ArmorMitigation(Armor)) * 100)); }
public override double GetExternalModifiers() { return(base.GetExternalModifiers() * Simulation.ArmorMitigation(Target.Armor)); }
public override string ToString() { string magicResists = ""; foreach (School s in MagicResist.Keys) { if (s != School.Physical && s != School.Magical) { magicResists += "[" + s.ToString() + ":" + MagicResist[s] + "]"; } } return(string.Format("Level {0}, {1} Armor ({2:N2}% mitigation), Magic Resists : {3}\n", Level, Armor, (1 - Simulation.ArmorMitigation(Armor)) * 100, magicResists)); }