public virtual float GetXActs(AttackTableSelector i, float acts, bool isMH) { AttackTable table = (isMH ? MHAtkTable : OHAtkTable); float retVal = 0f; switch (i) { case AttackTableSelector.Missed: { retVal = acts * table.Miss; break; } case AttackTableSelector.Dodged: { retVal = acts * table.Dodge; break; } case AttackTableSelector.Parried: { retVal = acts * table.Parry; break; } case AttackTableSelector.Blocked: { retVal = acts * table.Block; break; } case AttackTableSelector.Crit: { retVal = acts * table.Crit; break; } case AttackTableSelector.Glance: { retVal = acts * table.Glance; break; } case AttackTableSelector.Hit: { retVal = acts * table.Hit; break; } default: { break; } } return(retVal); }
/*public virtual float ContainCritValue(bool IsMH) { * //float BaseCrit = IsMH ? combatFactors._c_mhycrit : combatFactors._c_ohycrit; * return Math.Min(1f, (IsMH ? combatFactors._c_mhycrit : combatFactors._c_ohycrit) + BonusCritChance); * }*/ public virtual float GetXActs(AttackTableSelector i, float acts) { float retVal = 0f; switch (i) { case AttackTableSelector.Missed: { retVal = acts * RWAtkTable.Miss; break; } case AttackTableSelector.Crit: { retVal = acts * RWAtkTable.Crit; break; } case AttackTableSelector.Hit: { retVal = acts * RWAtkTable.Hit; break; } default: { break; } } return(retVal); }
/*public virtual float ContainCritValue(bool IsMH) { * //float BaseCrit = IsMH ? combatFactors._c_mhycrit : combatFactors._c_ohycrit; * return Math.Min(1f, (IsMH ? combatFactors._c_mhycrit : combatFactors._c_ohycrit) + BonusCritChance); * }*/ protected virtual float GetXActs(AttackTableSelector i, float acts) { float retVal = 0f; switch (i) { case AttackTableSelector.Missed: { retVal = acts * RWAtkTable.Miss; break; } //case AttackTableSelector.Dodged: { retVal = acts * RWAtkTable.Dodge; break; } //case AttackTableSelector.Parried: { retVal = acts * RWAtkTable.Parry; break; } //case AttackTableSelector.Blocked: { retVal = acts * RWAtkTable.Block; break; } //case AttackTableSelector.Glance: { retVal = acts * RWAtkTable.Glance; break; } case AttackTableSelector.Crit: { retVal = acts * RWAtkTable.Crit; break; } case AttackTableSelector.Hit: { retVal = acts * RWAtkTable.Hit; break; } default: { break; } } return(retVal); }
/*public virtual float ContainCritValue(bool IsMH) { //float BaseCrit = IsMH ? combatFactors._c_mhycrit : combatFactors._c_ohycrit; return Math.Min(1f, (IsMH ? combatFactors._c_mhycrit : combatFactors._c_ohycrit) + BonusCritChance); }*/ public virtual float GetXActs(AttackTableSelector i, float acts) { float retVal = 0f; switch (i) { case AttackTableSelector.Missed: { retVal = acts * RWAtkTable.Miss; break; } case AttackTableSelector.Crit: { retVal = acts * RWAtkTable.Crit; break; } case AttackTableSelector.Hit: { retVal = acts * RWAtkTable.Hit; break; } default: { break; } } return retVal; }
//public virtual float ContainCritValue_MH { get { return Math.Min(1f, DPSWarrChar.CombatFactors.Cmhycrit + BonusCritChance); } } //public virtual float ContainCritValue_OH { get { return Math.Min(1f, DPSWarrChar.CombatFactors.Cohycrit + BonusCritChance); } } /*public virtual float ContainCritValue(bool IsMH) { //float BaseCrit = IsMH ? DPSWarrChar.CombatFactors.Cmhycrit : DPSWarrChar.CombatFactors.Cohycrit; return Math.Min(1f, (IsMH ? DPSWarrChar.CombatFactors.Cmhycrit : DPSWarrChar.CombatFactors.Cohycrit) + BonusCritChance); }*/ protected float GetXActs(AttackTableSelector i, float acts) { float retVal = 0f; switch (i) { case AttackTableSelector.Missed: { retVal = acts * MHAtkTable.Miss; break; } case AttackTableSelector.Dodged: { retVal = acts * MHAtkTable.Dodge; break; } case AttackTableSelector.Parried: { retVal = acts * MHAtkTable.Parry; break; } case AttackTableSelector.Blocked: { retVal = acts * MHAtkTable.Block; break; } case AttackTableSelector.Glance: { retVal = acts * MHAtkTable.Glance; break; } case AttackTableSelector.Critical: { retVal = acts * MHAtkTable.Crit; break; } case AttackTableSelector.Hit: { retVal = acts * MHAtkTable.Hit; break; } default: { break; } } return retVal; }
public virtual float GetXActs(AttackTableSelector i, float acts, bool isMH) { AttackTable table = (isMH ? MHAtkTable : OHAtkTable); float retVal = 0f; switch (i) { case AttackTableSelector.Missed: { retVal = acts * table.Miss; break; } case AttackTableSelector.Dodged: { retVal = acts * table.Dodge; break; } case AttackTableSelector.Parried: { retVal = acts * table.Parry; break; } case AttackTableSelector.Blocked: { retVal = acts * table.Block; break; } case AttackTableSelector.Critical: { retVal = acts * table.Crit; break; } case AttackTableSelector.Glance: { retVal = acts * table.Glance; break; } case AttackTableSelector.Hit: { retVal = acts * table.Hit; break; } default: { break; } } return retVal; }