private static ISkillDamageStat CalculateSkillPowerPrimary(IClassDefinition classInfo) { var skillDamageStat = new DamageSkillStat(1, 1, 1); var fibonacciLine = new List <int> { 1, 2, 3, 5, 8, 13, 21, 34, 55 }; var squareRootLine = new List <int> { 1, 4, 9, 16, 25, 36, 49 }; var from = fibonacciLine.IndexOf(fibonacciLine.FirstOrDefault(c => c > classInfo.Level)); var skillBonus = Convert.ToInt32(Math.Sqrt(squareRootLine.IndexOf(squareRootLine.FirstOrDefault(c => c > classInfo.Level)))); if (classInfo.ClassType == ClassTypeEnum.Sorceress) { skillBonus += Convert.ToInt32(Math.Sqrt(1 + skillBonus)); } skillDamageStat.From = from; skillDamageStat.To = from + skillBonus; skillDamageStat.Level = classInfo.Level; return(skillDamageStat); }
public static DamageSkillStat CalculateHitData(IClassDefinition classInfo) { var data = CalculateHitDamageLevels(classInfo).FirstOrDefault(x => x.Level == classInfo.Level); var selected = new DamageSkillStat(data.From, data.To, 0, 0, 0, 0); selected.Level = classInfo.Level; return(selected); }
public DamageSkillStat CalculateHitData(Interfaces.IClassDefinition classInfo) { this.Cost = 0; this.CD = 0; this.Charges = 0; var data = SpellCalculator.CalculateHitData(classInfo); var selected = new DamageSkillStat(data.From, data.To, this.Tier, this.Cost, this.CD, this.Charges); selected.Level = this.Level; return(selected); }
public DamageSkillStat CalculateSkillPower(int level) { var data = SpellCalculator.CalculateSkillDamageLevels(this).FirstOrDefault(x => x.Level == level); this.From = data.From; this.To = data.To; var selected = new DamageSkillStat(this.From, this.To, this.Tier, this.Cost, this.CD, this.Charges); selected.Level = level; return(selected); }
public DamageSkillStat CalculateSkillCosts(int level) { var costIncreaseRate = level * (this.Tier <= 1 ? 1 : this.Tier == 2 ? 2 : this.Tier == 3 ? 3 : 5); this.Cost = this.Cost == 0 && this.CD == 0 ? this.Tier * 4 : this.Cost; if (this.Cost != 0) { this.Cost += costIncreaseRate; } this.CD = this.CD; this.Charges = Math.Max(this.Charges, 1); var selected = new DamageSkillStat(this.From, this.To, this.Tier, this.Cost, this.CD, this.Charges); selected.Level = level; return(selected); }
public SkillAffixProcStat(decimal procChance, PowerTypesEnum powerType, string selectedAffix, DamageSkillStat skillData, List <AffixMetadataEnum> md) { var rand = SkillStatHelper.GetRNG(powerType); var level = powerType == PowerTypesEnum.AngelicPower ? skillData.AngelicPower : powerType == PowerTypesEnum.DemonicPower ? skillData.DemonicPower : skillData.AncestralPower; this.Level = level; this.PowerType = powerType; this.SelectedAffix = selectedAffix; this.Stackable = md.Contains(AffixMetadataEnum.Stackable); this.IsBuff = md.Contains(AffixMetadataEnum.BuffDebuff); var highTier = skillData.Tier >= 3; var HighCD = md.Contains(AffixMetadataEnum.HighCD); var spender = md.Contains(AffixMetadataEnum.HighCost); var procsOnDeath = md.Contains(AffixMetadataEnum.ProcsOnDeath); this.ProcsOnDeath = procsOnDeath; // if (procsOnDeath) { // // Probably is a buff if LPR on death as well ? // var isBuff = EnumHelper.Contains<LBsEnum>(selectedAffix); // } var minBuffOrTotemDur = procsOnDeath ? (!highTier? 75 : 200) : (!highTier? 250 : 400); var maxBuffOrTotemDur = procsOnDeath ? (!highTier? 175 : 350) : (!highTier? 350 : 600); var minBuffDurIncr = procsOnDeath ? (!highTier? 10 : 30) : (!highTier? 20 : 50); var maxBuffDurIncr = procsOnDeath ? (!highTier? 30 : 50) : (!highTier? 40 : 100); var randDurBonus = rand.Next(minBuffDurIncr, maxBuffDurIncr) * level; var average = DecimalHelper.RoundToDecimals((skillData.From + skillData.To) / 2, 2); var minDPSIncr = procsOnDeath ? (!highTier? 8 : 8) : (!highTier? 20 : 18); var maxDPSIncr = procsOnDeath ? (!highTier? 25 : 20) : (!highTier? 40 : 25); var randBonus = rand.Next(minDPSIncr, maxDPSIncr) * level; if (md.Contains(AffixMetadataEnum.BuffDebuff) || md.Contains(AffixMetadataEnum.BannerOrTotem)) { this.Duration = DecimalHelper.RoundToDecimals(randDurBonus / 100, 2); this.ProcAmount = DecimalHelper.RoundToDecimalsD(average * (randBonus / 250), 2); } else if (md.Contains(AffixMetadataEnum.HasDoT)) { this.Duration = DecimalHelper.RoundToDecimals(randDurBonus / 250, 2); this.ProcAmount = DecimalHelper.RoundToDecimalsD(average * (randBonus / 100), 2); } else if (md.Contains(AffixMetadataEnum.Summon)) { this.Duration = DecimalHelper.RoundToDecimals(randDurBonus / 50, 2); this.ProcAmount = DecimalHelper.RoundToDecimalsD(average * (randBonus / 75), 2); } // else if (md.Contains(AffixMetadataEnum.Curse)) // { // this.Duration = DecimalHelper.RoundToDecimals(randDurBonus/125, 2); // this.ProcAmount = DecimalHelper.RoundToDecimalsD(average * (randBonus/75), 2); // } else { var durIncr = highTier ? rand.Next(level * 25, level * 45) : rand.Next(level * 15, level * 25); this.Duration = ((skillData.Duration ?? 0) * (1 + durIncr / 100)); this.ProcAmount = DecimalHelper.RoundToDecimalsD(average * randBonus / 100, 2); } // TODO: Set procChance upgrades per level, i.e. level this.ProcChance = procChance; }
public static SkillPowerAffixData GetPowerAffixesForSkill(PowerTypesEnum powerType, List <CastTypesEnum> castTypes, List <DamageTypesEnum> damageTypes, DamageSkillStat skillData, List <AffixMetadataEnum> skillMetadata) { var skillPowerAffixData = new SkillPowerAffixData(); var level = (powerType == PowerTypesEnum.AngelicPower) ? skillData.AngelicPower : (powerType == PowerTypesEnum.DemonicPower) ? skillData.DemonicPower : skillData.AncestralPower; var selectedPowerData = new SkillAffixProcStat(); var selectedAffix = string.Empty; var isCC = skillData.IsCC; var rand = SkillStatHelper.GetRNG(powerType); var isHighTier = skillData.Tier > 2; var procsBuff = false; var procChance = SkillStatHelper.GetProcChance(level, powerType, isHighTier, castTypes, skillMetadata); if (!isHighTier) { if (isCC) { selectedAffix = calculateAffix2(powerType, skillMetadata, rand, ref selectedPowerData); } else { selectedAffix = calculateAffix1(powerType, skillMetadata, rand, ref selectedPowerData); } } else { if (isCC) { selectedAffix = calculateAffix4(powerType, skillMetadata, rand, ref selectedPowerData); } else { selectedAffix = calculateAffix3(powerType, skillMetadata, rand, ref selectedPowerData); } } if (selectedAffix == EnumHelper.GetName <LBsEnum>(LBsEnum.RandomShoutOrCry)) { procsBuff = true; } if (selectedAffix == EnumHelper.GetName <LBsEnum>(LBsEnum.OtherRandomLPROnDeathForX)) { var isProjectile = skillMetadata.Contains(AffixMetadataEnum.Projectile); var isDoT = skillMetadata.Contains(AffixMetadataEnum.HasDoT); var isUltimate = skillMetadata.Contains(AffixMetadataEnum.Ultimate); var apRand = isProjectile ? 12 : isDoT ? 10 : 9;// : isDoA ? 9 : 10; selectedAffix = EnumHelper.GetName <LPRsEnum>((LPRsEnum)rand.Next(0, apRand)); if (isUltimate) { procChance += 0.1m; selectedPowerData.Stackable = true; } procsBuff = true; } if (selectedAffix == EnumHelper.GetName <LDBsEnum>(LDBsEnum.LowPercCastRandomEP)) { selectedAffix = EnumHelper.GetName <EPs_HighDBsEnum>((EPs_HighDBsEnum)rand.Next(0, isHighTier ? 7 : 3)); if (!isHighTier) { procChance -= 0.05m; } } if (selectedAffix == EnumHelper.GetName <EPs_HighDBsEnum>(EPs_HighDBsEnum.RandomCC)) { selectedAffix = EnumHelper.GetName <CCsEnum>((CCsEnum)rand.Next(0, isHighTier ? 4 : 2)); } if (selectedAffix == EnumHelper.GetName <EPs_HighDBsEnum>(EPs_HighDBsEnum.RandomCurse)) { selectedAffix = EnumHelper.GetName <CursesEnum>((CursesEnum)rand.Next(0, isHighTier ? 9 : 3)); } if (selectedAffix == EnumHelper.GetName <EPs_HighDBsEnum>(EPs_HighDBsEnum.RandomTotemOrBanner)) { selectedAffix = EnumHelper.GetName <CursesEnum>((CursesEnum)rand.Next(0, isHighTier ? 9 : 3)); if (!isHighTier) { procChance -= 0.10m; } } if (procsBuff) { skillMetadata.Add(AffixMetadataEnum.ProcsBuff); } skillPowerAffixData.PowerData = new SkillAffixProcStat(procChance, powerType, selectedAffix, skillData, skillMetadata); var skillUp = skillData; if (powerType == PowerTypesEnum.AngelicPower) { skillUp.AngelicPower += 1; } else if (powerType == PowerTypesEnum.DemonicPower) { skillUp.DemonicPower += 1; } else if (powerType == PowerTypesEnum.AncestralPower) { skillUp.AncestralPower += 1; } skillPowerAffixData.PowerUp = new SkillAffixProcStat(procChance, powerType, selectedAffix, skillUp, skillMetadata); return(skillPowerAffixData); }
internal static SkillPowerAffixData RecalculatePowerAffixesForSkill(PowerTypesEnum powerType, CastTypesEnum castType, ISkillAffixProcStat affixStat, DamageSkillStat skillData, List <AffixMetadataEnum> md) { var empoweredAffixData = new SkillPowerAffixData(); var level = powerType == PowerTypesEnum.AngelicPower ? skillData.AngelicPower : powerType == PowerTypesEnum.DemonicPower ? skillData.DemonicPower : skillData.AncestralPower; var rng = SkillStatHelper.GetRNG(powerType); var affix = new SkillAffixProcStat(); var isHighTier = skillData.Tier > 2; var procChance = affixStat.ProcChance; // var procBonus = SkillStatHelper.GetProcChance(level, powerType, isHighTier, castType, md); // procChance += procBonus; var selectedAffix = affixStat.SelectedAffix; empoweredAffixData.PowerData = new SkillAffixProcStat(procChance, powerType, selectedAffix, skillData, md); empoweredAffixData.PowerData.ProcAmount = affixStat.ProcAmount; var skillUp = skillData; if (powerType == PowerTypesEnum.AngelicPower) { skillUp.AngelicPower += 1; } else if (powerType == PowerTypesEnum.DemonicPower) { skillUp.DemonicPower += 1; } else if (powerType == PowerTypesEnum.AncestralPower) { skillUp.AncestralPower += 1; } empoweredAffixData.PowerUp = new SkillAffixProcStat(procChance, powerType, selectedAffix, skillUp, md); return(empoweredAffixData); }