Exemple #1
0
        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);
        }
Exemple #2
0
        public override void DoAction()
        {
            ResultType res = Player.YellowAttackEnemy(Player.Sim.Boss);

            CommonAction();
            if (res != ResultType.Parry && res != ResultType.Dodge)
            {
                Player.Ressource -= RessourceCost;
            }

            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);

            /*
             * if (Player.OH != null)
             * {
             *  minDmg += (int)Math.Round(Player.OH.DamageMin + Simulation.Normalization(Player.OH) * Player.AP / 14);
             *  maxDmg += (int)Math.Round(Player.OH.DamageMax + Simulation.Normalization(Player.OH) * Player.AP / 14);
             * }
             */

            int damage = (int)Math.Round(Player.Sim.random.Next(minDmg, maxDmg + 1)
                                         * Player.Sim.DamageMod(res)
                                         * Entity.ArmorMitigation(Player.Sim.Boss.Armor)
                                         * (res == ResultType.Crit ? 1 + (0.1 * Player.GetTalentPoints("Impale")) : 1)
                                         * (Player.DualWielding() ? 1 : (1 + 0.01 * Player.GetTalentPoints("2HS"))));

            RegisterDamage(new ActionResult(res, damage));

            if (Player.GetTalentPoints("DW") > 0)
            {
                DeepWounds.CheckProc(Player, res, Player.GetTalentPoints("DW"));
            }
            if (Player.GetTalentPoints("Flurry") > 0)
            {
                Flurry.CheckProc(Player, res, Player.GetTalentPoints("Flurry"));
            }
            if (Player.MH.Enchantment.Name == "Crusader")
            {
                Crusader.CheckProc(Player, res, Player.MH.Speed);
            }
        }
Exemple #3
0
        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);
        }