public DivineFavor(Rotation rotation) : base(rotation) { Duration = 120f; Uptime = Rotation.FightLength; BaseCost = 130f; HL_DF = new HolyLight(rotation) { ExtraCritChance = 1f }; }
public DivineIllumination(Rotation rotation) : base(rotation) { Duration = 180f; Uptime = Rotation.FightLength; BaseCost = 0f; HL_DI = new HolyLight(rotation) { DivineIllumination = true }; }
public Rotation(Character character, Stats stats) { Character = character; #if (RAWR3) FightLength = BossOpts.BerserkTimer * 60f; #else FightLength = CalcOpts.Length * 60f; #endif Stats = stats; fol = new FlashOfLight(this); hl = new HolyLight(this); hs = new HolyShock(this); ss = new SacredShield(this); jotp = new JudgementsOfThePure(this, CalcOpts.Judgement); bol = new BeaconOfLight(this); }
public Rotation(Character character, Stats stats) { Character = character; FightLength = BossOpts.BerserkTimer; ActiveTime = FightLength * CalcOpts.Activity; Stats = stats; fol = new FlashOfLight(this); hl = new HolyLight(this); dl = new DivineLight(this); wog = new WordofGlory(this); lod = new LightofDawn(this); hr = new HolyRadiance(this); hs = new HolyShock(this); jotp = new JudgementsOfThePure(this, CalcOpts.JudgementCasts); bol = new BeaconOfLight(this); loh = new LayonHands(this); ej = new EnlightenedJudgements(this); poti = new ProtectoroftheInnocent(this); cleanse = new Cleanse(this); }
public float CalculateFightHealing(CharacterCalculationsHealadin calc) { float fol_BaseHealed = 0f; #region Copying Stuff to Calc calc.FightLength = FightLength; calc.HL = hl; calc.FoL = fol; calc.HS = hs; calc.SS = ss; calc.JotP = jotp; calc.BoL = bol; calc.RotationJotP = jotp.Time(); calc.UsageJotP = jotp.Usage(); calc.RotationSS = ss.Time(); calc.UsageSS = ss.Usage(); calc.HealedSS = ss.TotalAborb(); calc.RotationBoL = bol.Time(); calc.UsageBoL = bol.Usage(); calc.RotationHS = hs.Time(); calc.HealedHS = hs.Healed(); calc.UsageHS = hs.Usage(); #endregion #region Divine Illumination if (Talents.DivineIllumination > 0) { DivineIllumination di = new DivineIllumination(this); calc.RotationHL += di.Time(); calc.UsageHL += di.Usage(); calc.HealedHL += di.Healed(); } #endregion #region Divine Favor if (Talents.DivineFavor > 0) { DivineFavor df = new DivineFavor(this); calc.RotationHL += df.Time(); calc.UsageHL += df.Usage(); calc.HealedHL += df.Healed(); } #endregion #region Infusion of Light float iol_hlcasts = 0; float iol_folcasts = 0; if (CalcOpts.InfusionOfLight) { float iol_count = hs.Casts() * hs.ChanceToCrit(); HolyLight hl_iol = new HolyLight(this) { ExtraCritChance = .1f * Talents.InfusionOfLight }; if (Stats.HolyLightCastTimeReductionFromHolyShock > 0) { hl_iol.CastTimeReductionFromHolyShock = true; } iol_hlcasts = hs.Casts() * CalcOpts.IoLHolyLight * hs.ChanceToCrit(); calc.UsageHL += iol_hlcasts * hl_iol.AverageCost(); calc.RotationHL += iol_hlcasts * hl_iol.CastTime(); calc.HealedHL += iol_hlcasts * hl_iol.AverageHealed(); iol_folcasts = hs.Casts() * (1f - CalcOpts.IoLHolyLight) * hs.ChanceToCrit(); } #endregion float remainingMana = calc.TotalMana = ManaPool(calc); remainingMana -= calc.UsageJotP + calc.UsageBoL + calc.UsageHS + calc.UsageHL + calc.UsageFoL + calc.UsageSS; float remainingTime = FightLength * CalcOpts.Activity; remainingTime -= calc.RotationJotP + calc.RotationBoL + calc.RotationSS + calc.RotationHS + calc.RotationFoL + calc.RotationHL; FoLCasts = 0f; if (remainingMana > 0) { if (Stats.HolyLightCastTimeReductionFromHolyShock > 0) // Calculations for Holy Light with cost reduction from Holy Shock { // Get the Holy Light model for cast time reduction from Holy Shock HolyLight hl_hs = new HolyLight(this) { CastTimeReductionFromHolyShock = true }; // Calculate how much time we have available to cast Holy Lights after Holy Shock float hl_hs_time_available = Math.Min(remainingTime, Math.Max(0, (remainingMana - (remainingTime * fol.MPS())) / (hl_hs.MPS() - fol.MPS()))); // Calculate the maximum number of casts available with the cast time reduction float hs_hlcasts = hs.Casts() - iol_hlcasts; // Calculate the amount of time needed for all of the casts float hl_hs_time_needed = hs_hlcasts * hl_hs.CastTime(); float manaCost = 0f; float timeCost = 0f; if (hl_hs_time_available > 0 && hl_hs_time_available < hl_hs_time_needed) // We have enough time to cast the Holy Lights needed, cast them all { // Calculate mana and time cost manaCost = hs_hlcasts * hl_hs.AverageCost(); timeCost = hs_hlcasts * hl_hs.CastTime(); // Update Holy Light stats calc.UsageHL += manaCost; calc.RotationHL += timeCost; calc.HealedHL += hs_hlcasts * hl_hs.AverageHealed(); } else if (hl_hs_time_available >= remainingTime) // There's not enough time to cast the Holy Lights needed, so we'll only cast what we can { // Calculate mana and time cost float remainingCasts = remainingTime / hl_hs.CastTime(); manaCost = remainingCasts * hl_hs.AverageCost(); timeCost = remainingCasts * hl_hs.CastTime(); // Update Holy Light stats calc.UsageHL += manaCost; calc.RotationHL += timeCost; calc.HealedHL += remainingCasts * hl_hs.AverageHealed(); } // Update remaining mana and remaining time remainingMana -= manaCost; remainingTime -= timeCost; } // Calculate how much time we have available to cast regular Holy Lights float hl_time_available = Math.Min(remainingTime, Math.Max(0, (remainingMana - (remainingTime * fol.MPS())) / (hl.MPS() - fol.MPS()))); // The rest of the time will be for Flash of Light float fol_time = remainingTime - hl_time_available; if (hl_time_available == 0) // If we didn't have any time available for Holy Lights, check to see when we run out of mana while casting Flash of Light { fol_time = Math.Min(remainingTime, remainingMana / fol.MPS()); } else // If we do have time available for Holy Lights, update the Holy Light stats { calc.HealedHL += hl.HPS() * hl_time_available; calc.UsageHL += hl.MPS() * hl_time_available; calc.RotationHL += hl_time_available; } // Calculate Flash of Light data if (iol_folcasts > 0) // We are using Infusion of Light, so we must calculate it differently than normal { // Get the Flash of Light model for Infusion of Light FlashOfLight fol_iol = new FlashOfLight(this) { InfusionOfLight = true }; // If there is less time remaining than it would take to cast all of the // Infusion of Light procs, we are forced to drop some of them. Note // that this should *never* happen, but is here for a sanity check. if (fol_time <= iol_folcasts * fol_iol.CastTime()) { // Determine how many total casts we are going to be able to do FoLCasts = fol_time / fol_iol.CastTime(); // Adding Flash of Light with Infusion of Light stats calc.UsageFoL += FoLCasts * fol_iol.AverageCost(); calc.RotationFoL += FoLCasts * fol_iol.CastTime(); calc.HealedFoL += FoLCasts * fol_iol.AverageHealed(); fol_BaseHealed += FoLCasts * fol_iol.BaseAverageHealed(); } else { // Adding Flash of Light with Infusion of Light calc.UsageFoL += iol_folcasts * fol_iol.AverageCost(); calc.RotationFoL += iol_folcasts * fol_iol.CastTime(); calc.HealedFoL += iol_folcasts * fol_iol.AverageHealed(); fol_BaseHealed += iol_folcasts * fol_iol.BaseAverageHealed(); // Determine how much time we have left to cast Flash of Light without the procs fol_time = fol_time - iol_folcasts * fol.CastTime(); // Determine how many total casts, with and without Infusion of Light float remaining_folcasts = fol_time / fol.CastTime(); FoLCasts = iol_folcasts + remaining_folcasts; // Adding Flash of Light stats calc.RotationFoL += fol_time; calc.UsageFoL += fol.MPS() * fol_time; calc.HealedFoL += fol.HPS() * fol_time; fol_BaseHealed += remaining_folcasts * fol.BaseAverageHealed(); } } else // We don't use Infusion of Light, so just calculate normal data for Flash of Light { // Determine how many total casts, with and without Infusion of Light FoLCasts = fol_time / fol.CastTime(); // Adding Flash of Light stats calc.RotationFoL += fol_time; calc.UsageFoL += fol.MPS() * fol_time; calc.HealedFoL += fol.HPS() * fol_time; fol_BaseHealed += FoLCasts * fol.BaseAverageHealed(); } } calc.TotalHealed = calc.HealedFoL + calc.HealedHL + calc.HealedHS; if (Talents.BeaconOfLight > 0) { calc.TotalHealed += calc.HealedBoL = bol.HealingDone(fol_BaseHealed + calc.HealedHL + calc.HealedHS); } calc.TotalHealed += calc.HealedGHL = hl.GlyphOfHolyLight(calc.HealedHL); calc.HealedOther = Stats.Healed; calc.HealedOther += calc.TotalHealed * Stats.ShieldFromHealed; calc.TotalHealed += calc.HealedOther; calc.TotalHealed += calc.HealedSS; calc.AvgHPS = calc.TotalHealed / FightLength; calc.AvgHPM = calc.TotalHealed / calc.TotalMana; return(calc.AvgHPS * (1f - CalcOpts.BurstScale)); }