private void GuiDoCalculationsForFollower() { // Retrieve follower from the GUI var follower = GetEditedFollower(); // Retrieve worn items from the GUI var items = new List <Item> { guiItemChoiceSpecial.Tag as Item, guiItemChoiceLeftFinger.Tag as Item, guiItemChoiceNeck.Tag as Item, guiItemChoiceRightFinger.Tag as Item, guiSetBonusEditor.GetEditedItem() }; items = items.Where(i => i != null) .Select(i => i.DeepClone()) .ToList(); var mainHand = (guiItemChoiceMainHand.Tag as Item).DeepClone(); var offHand = (guiItemChoiceOffHand.Tag as Item).DeepClone(); var heroClass = (HeroClass)Enum.Parse(typeof(HeroClass), (String)(guiHeroClass.SelectedItem)); var d3Calculator = new D3Calculator(follower, heroClass, mainHand, offHand, items.ToArray()); // Retrieve used skills from the GUI var passiveSkills = new List <ID3SkillModifier>(); // Some buffs are applied after passives skills: followers skills and active skills var activeSkills = new List <ID3SkillModifier>(); // Followers if (guiSkillAnatomy.Checked) { activeSkills.Add(new Anatomy()); } if (guiSkillFocusedMind.Checked) { activeSkills.Add(new FocusedMind()); } if (guiSkillPoweredArmor.Checked) { activeSkills.Add(new PoweredArmor()); } calculatedDps = d3Calculator.GetHeroDps(passiveSkills, activeSkills); guiCalculatedDPS.Text = calculatedDps.Min.ToString(); UpdateItemsSummary(d3Calculator); UpdateCalculationResults(d3Calculator); DoActionOnCalculatedControls(UpdateResultControlColor); }
private void GuiDoCalculationsForFollower() { // Retrieve follower from the GUI var follower = GetEditedFollower(); // Retrieve worn items from the GUI var items = new List <Item> { guiSpecialEditor.GetEditedItem(), guiLeftFingerEditor.GetEditedItem(), guiNeckEditor.GetEditedItem(), guiRightFingerEditor.GetEditedItem(), guiSetBonusEditor.GetEditedItem() }; var mainHand = guiMainHandEditor.GetEditedItem(); var offHand = guiOffHandEditor.GetEditedItem(); var heroClass = (HeroClass)Enum.Parse(typeof(HeroClass), (String)(guiHeroClass.SelectedItem)); var d3Calculator = new D3Calculator(follower, heroClass, mainHand, offHand, items.ToArray()); // Retrieve used skills from the GUI var passiveSkills = new List <ID3SkillModifier>(); // Some buffs are applied after passives skills: followers skills and active skills var activeSkills = new List <ID3SkillModifier>(); // Followers if (guiSkillAnatomy.Checked) { activeSkills.Add(new Anatomy()); } if (guiSkillFocusedMind.Checked) { activeSkills.Add(new FocusedMind()); } if (guiSkillPoweredArmor.Checked) { activeSkills.Add(new PoweredArmor()); } guiCalculatedDPS.Text = d3Calculator.GetHeroDps(passiveSkills, activeSkills).Min.ToString(); UpdateItemsSummary(d3Calculator); UpdateCalculationResults(d3Calculator); }
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(); }
private static void WriteCalculation(BattleTag battleTag) { Console.WriteLine("= = = = Calculator of {0} = = = =", battleTag); Console.WriteLine("Downloading {0}", "career"); var career = Career.CreateFromBattleTag(battleTag); if (career == null || career.Heroes.Length == 0) { return; } Console.WriteLine("Downloading Hero {0}/{1}", battleTag, career.Heroes[0].name); var hero = Hero.CreateFromHeroId(battleTag, career.Heroes[0].id); if (hero == null || hero.items == null) { return; } Console.WriteLine("Downloading {0}", "bracers"); var bracers = hero.items.bracers.GetFullItem(); Console.WriteLine("Downloading {0}", "feet"); var feet = hero.items.feet.GetFullItem(); Console.WriteLine("Downloading {0}", "hands"); var hands = hero.items.hands.GetFullItem(); Console.WriteLine("Downloading {0}", "head"); var head = hero.items.head.GetFullItem(); Console.WriteLine("Downloading {0}", "leftFinger"); var leftFinger = hero.items.leftFinger.GetFullItem(); Console.WriteLine("Downloading {0}", "legs"); var legs = hero.items.legs.GetFullItem(); Console.WriteLine("Downloading {0}", "mainHand"); var mainHand = hero.items.mainHand.GetFullItem(); Console.WriteLine("Downloading {0}", "neck"); var neck = hero.items.neck.GetFullItem(); Console.WriteLine("Downloading {0}", "offHand"); var offHand = hero.items.offHand.GetFullItem(); Console.WriteLine("Downloading {0}", "rightFinger"); var rightFinger = hero.items.rightFinger.GetFullItem(); Console.WriteLine("Downloading {0}", "shoulders"); var shoulders = hero.items.shoulders.GetFullItem(); Console.WriteLine("Downloading {0}", "torso"); var torso = hero.items.torso.GetFullItem(); Console.WriteLine("Downloading {0}", "waist"); var waist = hero.items.waist.GetFullItem(); var items = new List <Item> { bracers, feet, hands, head, leftFinger, legs, neck, rightFinger, shoulders, torso, waist }.Where(i => i != null).ToList(); var allItems = new List <Item>(items) { mainHand, offHand }.Where(i => i != null).ToList(); Console.WriteLine("Calculating activated set"); foreach (var set in allItems.GetActivatedSets()) { Console.WriteLine("Activated set: {0}", set.name); } var setBonus = new Item(allItems.GetActivatedSetBonus()); items.Add(setBonus); var d3Calculator = new D3Calculator(hero, mainHand, offHand, items.ToArray()); Console.WriteLine("Calculation results"); var dps = d3Calculator.GetHeroDps(new List <ID3SkillModifier>(), new List <ID3SkillModifier>()); Console.WriteLine("Dexterity : {0}", d3Calculator.GetHeroDexterity().Min); Console.WriteLine("DPS : {0}", dps.Min); Console.WriteLine("Attack speed: {0}", d3Calculator.GetActualAttackSpeed().Min); }
private static async Task WriteCalculation(BattleTag battleTag) { Console.WriteLine("= = = = Calculator of {0} = = = =", battleTag); Console.WriteLine("Downloading {0}", "career"); var career = await D3Api.GetCareerFromBattleTagAsync(battleTag); if (career == null || career.Heroes.Length == 0) { return; } Console.WriteLine("Downloading Hero {0}/{1}", battleTag, career.Heroes[0].Name); var hero = await D3Api.GetHeroFromHeroIdAsync(battleTag, career.Heroes[0].Id); if (hero?.Items == null) { return; } var bracersTask = GetFullItem(hero.Items.Bracers, "bracers"); var feetTask = GetFullItem(hero.Items.Feet, "feet"); var handsTask = GetFullItem(hero.Items.Hands, "hands"); var headTask = GetFullItem(hero.Items.Hands, "head"); var leftFingerTask = GetFullItem(hero.Items.LeftFinger, "leftFinger"); var legsTask = GetFullItem(hero.Items.Legs, "legs"); var mainHandTask = GetFullItem(hero.Items.MainHand, "mainHand"); var neckTask = GetFullItem(hero.Items.Neck, "neck"); var offHandTask = GetFullItem(hero.Items.OffHand, "offHand"); var rightFingerTask = GetFullItem(hero.Items.RightFinger, "rightFinger"); var shouldersTask = GetFullItem(hero.Items.Shoulders, "shoulders"); var torsoTask = GetFullItem(hero.Items.Torso, "torso"); var waistTask = GetFullItem(hero.Items.Waist, "waist"); Task.WaitAll(bracersTask, feetTask, handsTask, headTask, leftFingerTask, legsTask, mainHandTask, neckTask, offHandTask, rightFingerTask, shouldersTask, torsoTask, waistTask); var bracers = bracersTask.Result; var feet = feetTask.Result; var hands = handsTask.Result; var head = headTask.Result; var leftFinger = leftFingerTask.Result; var legs = legsTask.Result; var mainHand = mainHandTask.Result; var neck = neckTask.Result; var offHand = offHandTask.Result; var rightFinger = rightFingerTask.Result; var shoulders = shouldersTask.Result; var torso = torsoTask.Result; var waist = waistTask.Result; var items = new List <Item> { bracers, feet, hands, head, leftFinger, legs, neck, rightFinger, shoulders, torso, waist }.Where(i => i != null).ToList(); var allItems = new List <Item>(items) { mainHand, offHand }.Where(i => i != null).ToList(); Console.WriteLine("Calculating activated set"); foreach (var set in allItems.GetActivatedSets()) { Console.WriteLine("Activated set: {0}", set.name); } var setBonus = new Item(allItems.GetActivatedSetBonus()); items.Add(setBonus); var d3Calculator = new D3Calculator(hero, mainHand, offHand, items.ToArray()); Console.WriteLine("Calculation results"); var dps = d3Calculator.GetHeroDps(new List <ID3SkillModifier>(), new List <ID3SkillModifier>()); Console.WriteLine("Dexterity : {0}", d3Calculator.GetHeroDexterity().Min); Console.WriteLine("DPS : {0}", dps.Min); Console.WriteLine("Attack speed: {0}", d3Calculator.GetActualAttackSpeed().Min); }
private void UpdateCalculationResults(D3Calculator d3Calculator) { var attr = d3Calculator.HeroStatsItem.AttributesRaw; guiCalculatedDPS.Text = calculatedDps.Min.ToString("N"); guiCalculatedAttackPerSecond.Text = d3Calculator.GetActualAttackSpeed().Min.ToString("N2"); 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()); PopulateCalculatedDataPercent(guiCalculatedSkillBonusPercent_Arcane, attr.damageDealtPercentBonusArcane); PopulateCalculatedDataPercent(guiCalculatedSkillBonusPercent_Cold, attr.damageDealtPercentBonusCold); PopulateCalculatedDataPercent(guiCalculatedSkillBonusPercent_Fire, attr.damageDealtPercentBonusFire); PopulateCalculatedDataPercent(guiCalculatedSkillBonusPercent_Holy, attr.damageDealtPercentBonusHoly); PopulateCalculatedDataPercent(guiCalculatedSkillBonusPercent_Lightning, attr.damageDealtPercentBonusLightning); PopulateCalculatedDataPercent(guiCalculatedSkillBonusPercent_Physical, attr.damageDealtPercentBonusPhysical); PopulateCalculatedDataPercent(guiCalculatedSkillBonusPercent_Poison, attr.damageDealtPercentBonusPoison); PopulateCalculatedData(guiCalculatedSkillDamage_Arcane, calculatedDps * (1 + attr.damageDealtPercentBonusArcane)); PopulateCalculatedData(guiCalculatedSkillDamage_Cold, calculatedDps * (1 + attr.damageDealtPercentBonusCold)); PopulateCalculatedData(guiCalculatedSkillDamage_Fire, calculatedDps * (1 + attr.damageDealtPercentBonusFire)); PopulateCalculatedData(guiCalculatedSkillDamage_Holy, calculatedDps * (1 + attr.damageDealtPercentBonusHoly)); PopulateCalculatedData(guiCalculatedSkillDamage_Lightning, calculatedDps * (1 + attr.damageDealtPercentBonusLightning)); PopulateCalculatedData(guiCalculatedSkillDamage_Physical, calculatedDps * (1 + attr.damageDealtPercentBonusPhysical)); PopulateCalculatedData(guiCalculatedSkillDamage_Poison, calculatedDps * (1 + attr.damageDealtPercentBonusPoison)); PopulateCalculatedData(guiCalculatedSkillDamageVsElites_Arcane, calculatedDps * (1 + attr.damageDealtPercentBonusArcane) * (1 + attr.damagePercentBonusVsElites)); PopulateCalculatedData(guiCalculatedSkillDamageVsElites_Cold, calculatedDps * (1 + attr.damageDealtPercentBonusCold) * (1 + attr.damagePercentBonusVsElites)); PopulateCalculatedData(guiCalculatedSkillDamageVsElites_Fire, calculatedDps * (1 + attr.damageDealtPercentBonusFire) * (1 + attr.damagePercentBonusVsElites)); PopulateCalculatedData(guiCalculatedSkillDamageVsElites_Holy, calculatedDps * (1 + attr.damageDealtPercentBonusHoly) * (1 + attr.damagePercentBonusVsElites)); PopulateCalculatedData(guiCalculatedSkillDamageVsElites_Lightning, calculatedDps * (1 + attr.damageDealtPercentBonusLightning) * (1 + attr.damagePercentBonusVsElites)); PopulateCalculatedData(guiCalculatedSkillDamageVsElites_Physical, calculatedDps * (1 + attr.damageDealtPercentBonusPhysical) * (1 + attr.damagePercentBonusVsElites)); PopulateCalculatedData(guiCalculatedSkillDamageVsElites_Poison, calculatedDps * (1 + attr.damageDealtPercentBonusPoison) * (1 + attr.damagePercentBonusVsElites)); PopulateCalculatedDataPercent(guiSkillCooldownReductionAll, attr.powerCooldownReductionPercentAll); PopulateCalculatedDataPercent(guiCalculatedReductionFromElitesPercent, attr.damagePercentReductionFromElites); PopulateCalculatedDataPercent(guiCalculatedReductionFromMeleePercent, attr.damagePercentReductionFromMelee); PopulateCalculatedDataPercent(guiCalculatedReductionFromRangedPercent, attr.damagePercentReductionFromRanged); 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("N2"); guiCalculatedDamageReduction_Arcane.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Arcane")).ToString("N2"); guiCalculatedDamageReduction_Cold.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Cold")).ToString("N2"); guiCalculatedDamageReduction_Fire.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Fire")).ToString("N2"); guiCalculatedDamageReduction_Lightning.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Lightning")).ToString("N2"); guiCalculatedDamageReduction_Physical.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Physical")).ToString("N2"); guiCalculatedDamageReduction_Poison.Text = (100 * d3Calculator.GetHeroDamageReduction(heroLevel, "Poison")).ToString("N2"); PopulateCalculatedData(guiCalculatedBlockChance, attr.blockChanceItem); PopulateCalculatedData(guiCalculatedBlockMin, attr.blockAmountItemMin); PopulateCalculatedData(guiCalculatedBlockMax, attr.blockAmountItemMin + attr.blockAmountItemDelta); guiCalculatedEffectiveHitpoints.Text = Math.Round(d3Calculator.GetHeroEffectiveHitpoints(heroLevel)).ToString("N0"); guiCalculatedDPSEHPRatio.Text = Math.Round(d3Calculator.GetHeroDps().Min *d3Calculator.GetHeroEffectiveHitpoints(heroLevel) / 1000000).ToString("N0"); }
private void GuiDoCalculationsForHero() { // Retrieve hero from the GUI var hero = GetEditedHero(); heroLevel = hero.Level; // Retrieve worn items from the GUI var items = new List <Item> { guiItemChoiceBracers.Tag as Item, guiItemChoiceFeet.Tag as Item, guiItemChoiceHands.Tag as Item, guiItemChoiceHead.Tag as Item, guiItemChoiceLeftFinger.Tag as Item, guiItemChoiceLegs.Tag as Item, guiItemChoiceNeck.Tag as Item, guiItemChoiceRightFinger.Tag as Item, guiItemChoiceShoulders.Tag as Item, guiItemChoiceTorso.Tag as Item, guiItemChoiceWaist.Tag as Item, guiSetBonusEditor.GetEditedItem() }; items = items.Where(i => i != null) .Select(i => i.DeepClone()) .ToList(); var mainHand = (guiItemChoiceMainHand.Tag as Item).DeepClone(); var offHand = (guiItemChoiceOffHand.Tag as Item).DeepClone(); var d3Calculator = new D3Calculator(hero, mainHand, offHand, items.ToArray()); // Retrieve used skills from the GUI var passiveSkills = passiveCheckBoxes .Where(p => p.Checked) .Select(checkBox => PassiveSkillModifierFactory.GetFromSlug(checkBox.Tag as string)) .ToList(); // Some buffs are applied after passives skills: followers skills and active skills var activeSkills = new List <ID3SkillModifier>(); // Barbarian active skills AddActiveSkillIfChecked(activeSkills, guiSkillWarCry_Invigorate, typeof(WarCry_Invigorate)); // Demon Hunter active skills AddActiveSkillIfChecked(activeSkills, guiSkillCompanion_BoarCompanion, typeof(Companion_BoarCompanion)); // Monk active skills AddActiveSkillIfChecked(activeSkills, guiSkillMantraOfHealing_TimeOfNeed, typeof(MantraOfHealing_TimeOfNeed)); AddActiveSkillIfChecked(activeSkills, guiSkillMantraOfEvasion_HardTarget, typeof(MantraOfEvasion_HardTarget)); AddActiveSkillIfChecked(activeSkills, guiSkillMantraOfRetribution_Transgression, typeof(MantraOfRetribution_Transgression)); AddActiveSkillIfChecked(activeSkills, guiSkillMysticAlly_EarthAlly, typeof(MysticAlly_EarthAlly)); AddActiveSkillIfChecked(activeSkills, guiSkillMysticAlly_FireAlly, typeof(MysticAlly_FireAlly)); // Witch Doctor active skills // Wizard skills // Followers AddActiveSkillIfChecked(activeSkills, guiSkillAnatomy, typeof(Anatomy)); AddActiveSkillIfChecked(activeSkills, guiSkillFocusedMind, typeof(FocusedMind)); AddActiveSkillIfChecked(activeSkills, guiSkillPoweredArmor, typeof(PoweredArmor)); calculatedDps = d3Calculator.GetHeroDps(passiveSkills, activeSkills); UpdateItemsSummary(d3Calculator); UpdateCalculationResults(d3Calculator); DoActionOnCalculatedControls(UpdateResultControlColor); }
private void GuiDoCalculationsForHero() { // Retrieve hero from the GUI var hero = GetEditedHero(); heroLevel = hero.level; // Retrieve worn items from the GUI var items = new List <Item> { guiBracersEditor.GetEditedItem(), guiFeetEditor.GetEditedItem(), guiHandsEditor.GetEditedItem(), guiHeadEditor.GetEditedItem(), guiLeftFingerEditor.GetEditedItem(), guiLegsEditor.GetEditedItem(), guiNeckEditor.GetEditedItem(), guiRightFingerEditor.GetEditedItem(), guiShouldersEditor.GetEditedItem(), guiTorsoEditor.GetEditedItem(), guiWaistEditor.GetEditedItem(), guiSetBonusEditor.GetEditedItem() }; var mainHand = guiMainHandEditor.GetEditedItem(); var offHand = guiOffHandEditor.GetEditedItem(); var d3Calculator = new D3Calculator(hero, mainHand, offHand, items.ToArray()); // Retrieve used skills from the GUI var passiveSkills = passiveCheckBoxes .Where(p => p.Checked) .Select(checkBox => PassiveSkillModifierFactory.GetFromSlug(checkBox.Tag as string)) .ToList(); // Some buffs are applied after passives skills: followers skills and active skills var activeSkills = new List <ID3SkillModifier>(); // Barbarian active skills if (guiSkillWarCry_Invigorate.Checked) { activeSkills.Add(new WarCry_Invigorate()); } // Demon Hunter active skills // Monk active skills if (guiSkillMantraOfHealing_TimeOfNeed.Checked) { activeSkills.Add(new MantraOfHealing_TimeOfNeed()); } if (guiSkillMantraOfEvasion_HardTarget.Checked) { activeSkills.Add(new MantraOfEvasion_HardTarget()); } if (guiSkillMysticAlly_EarthAlly.Checked) { activeSkills.Add(new MysticAlly_EarthAlly()); } // Witch Doctor active skills // Wizard skills // Followers if (guiSkillAnatomy.Checked) { activeSkills.Add(new Anatomy()); } if (guiSkillFocusedMind.Checked) { activeSkills.Add(new FocusedMind()); } if (guiSkillPoweredArmor.Checked) { activeSkills.Add(new PoweredArmor()); } guiCalculatedDPS.Text = d3Calculator.GetHeroDps(passiveSkills, activeSkills).Min.ToString(); UpdateItemsSummary(d3Calculator); UpdateCalculationResults(d3Calculator); }