private void UpdateCalculationResults(D3Calculator d3Calculator) { var attr = d3Calculator.HeroStatsItem.AttributesRaw; guiCalculatedAttackPerSecond.Text = d3Calculator.GetActualAttackSpeed().Min.ToString(); PopulateCalculatedData(guiCalcultatedDamageMin, d3Calculator.HeroStatsItem.GetWeaponDamageMin() * d3Calculator.GetDamageMultiplierNormal()); PopulateCalculatedData(guiCalcultatedDamageMax, d3Calculator.HeroStatsItem.GetWeaponDamageMax() * d3Calculator.GetDamageMultiplierNormal()); PopulateCalculatedData(guiCalcultatedDamageCriticMin, d3Calculator.HeroStatsItem.GetWeaponDamageMin() * d3Calculator.GetDamageMultiplierCritic()); PopulateCalculatedData(guiCalcultatedDamageCriticMax, d3Calculator.HeroStatsItem.GetWeaponDamageMax() * d3Calculator.GetDamageMultiplierCritic()); PopulateCalculatedData(guiCalculatedHitpoints, d3Calculator.GetHeroHitpoints()); guiCalculatedDodge.Text = d3Calculator.GetHeroDodge().ToString(); PopulateCalculatedData(guiCalculatedArmor, d3Calculator.GetHeroArmor()); PopulateCalculatedData(guiCalculatedResistance_Arcane, d3Calculator.GetHeroResistance("Arcane")); PopulateCalculatedData(guiCalculatedResistance_Cold, d3Calculator.GetHeroResistance("Cold")); PopulateCalculatedData(guiCalculatedResistance_Fire, d3Calculator.GetHeroResistance("Fire")); PopulateCalculatedData(guiCalculatedResistance_Lightning, d3Calculator.GetHeroResistance("Lightning")); PopulateCalculatedData(guiCalculatedResistance_Physical, d3Calculator.GetHeroResistance("Physical")); PopulateCalculatedData(guiCalculatedResistance_Poison, d3Calculator.GetHeroResistance("Poison")); PopulateCalculatedData(guiCalculatedResistance_All, d3Calculator.getHeroResistance_All()); guiCalculatedDamageReduction_Armor.Text = (100 * d3Calculator.GetHeroDamageReduction_Armor(heroLevel)).ToString(); guiCalculatedDamageReduction_Arcane.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Arcane")).ToString(); guiCalculatedDamageReduction_Cold.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Cold")).ToString(); guiCalculatedDamageReduction_Fire.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Fire")).ToString(); guiCalculatedDamageReduction_Lightning.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Lightning")).ToString(); guiCalculatedDamageReduction_Physical.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Physical")).ToString(); guiCalculatedDamageReduction_Poison.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Poison")).ToString(); PopulateCalculatedData(guiCalculatedBlockChance, attr.blockChanceItem); PopulateCalculatedData(guiCalculatedBlockMin, attr.blockAmountItemMin); PopulateCalculatedData(guiCalculatedBlockMax, attr.blockAmountItemMin + attr.blockAmountItemDelta); guiCalculatedEffectiveHitpoints.Text = Math.Round(d3Calculator.GetHeroEffectiveHitpoints(heroLevel)).ToString(); guiCalculatedDPSEHPRatio.Text = Math.Round(d3Calculator.GetHeroDps().Min * d3Calculator.GetHeroEffectiveHitpoints(heroLevel) / 1000000).ToString(); }