public int GetDamageResistRating(CombatType?combatType = null, bool directDamage = true) { // get from base properties (monsters)? var damageResistRating = DamageResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.DamageResistRating); // equipment ratings // TODO: caching? var equipment = EquippedObjects.Values.Sum(i => i.GearDamageResist ?? 0); // nether DoTs as negative DRR? // TODO: this should be factored in as a separate nether damage rating... var netherDotDamageRating = directDamage ? EnchantmentManager.GetNetherDotDamageRating() : 0; var augBonus = 0; var lumAugBonus = 0; var specBonus = 0; if (this is Player player) { augBonus = player.AugmentationDamageReduction * 3; lumAugBonus = player.LumAugDamageReductionRating; specBonus = GetSpecDefenseBonus(combatType); } return(damageResistRating + equipment + enchantments - netherDotDamageRating + augBonus + lumAugBonus + specBonus); }
public int GetDamageRating() { // get from base properties (monsters)? var damageRating = DamageRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.DamageRating); // equipment ratings // TODO: caching? var equipment = EquippedObjects.Values.Sum(i => i.GearDamage ?? 0); // weakness as negative damage rating? // TODO: this should be factored in as a separate weakness rating... var weaknessRating = EnchantmentManager.GetRating(PropertyInt.WeaknessRating); var augBonus = 0; var lumAugBonus = 0; if (this is Player player) { augBonus = player.AugmentationDamageBonus * 3; lumAugBonus = player.LumAugDamageRating; } // heritage / weapon type bonus factored in elsewhere? return(damageRating + equipment + enchantments - weaknessRating + augBonus + lumAugBonus); }
public int GetDamageResistRating(CombatType?combatType = null) { // get from base properties (monsters)? var damageResistRating = DamageResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.DamageResistRating); // nether DoTs as negative DRR? // TODO: this should be factored in as a separate nether damage rating... var netherDotDamageRating = EnchantmentManager.GetNetherDotDamageRating(); var augBonus = 0; var lumAugBonus = 0; var specBonus = 0; if (this is Player player) { augBonus = player.AugmentationDamageReduction * 3; lumAugBonus = player.LumAugDamageReductionRating; specBonus = GetSpecDefenseBonus(combatType); } return(damageResistRating + enchantments - netherDotDamageRating + augBonus + lumAugBonus + specBonus); }
public int GetPKDamageResistRating() { var pkDamageResistRating = PKDamageResistRating ?? 0; // additive enchantments? var enchantments = EnchantmentManager.GetRating(PropertyInt.PKDamageResistRating); return(pkDamageResistRating + enchantments); }
public int GetDotResistanceRating() { // get from base properties (monsters)? var dotResistRating = DotResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.DotResistRating); return(dotResistRating + enchantments); }
public int GetHealingResistRating() { // debuff? var healResistRating = HealingResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.HealingResistRating); return(healResistRating + enchantments); }
public int GetPKDamageResistRating() { var pkDamageResistRating = PKDamageResistRating ?? 0; // additive enchantments? var enchantments = EnchantmentManager.GetRating(PropertyInt.PKDamageResistRating); // equipment ratings var equipment = GetEquippedItemsRatingSum(PropertyInt.GearPKDamageResistRating); return(pkDamageResistRating + equipment + enchantments); }
public int GetNetherResistRating() { // wiki calls this dot resistance, does this affect dirty fighting bleed attack? // get from base properties (monsters)? var netherResistRating = NetherResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.NetherResistRating); return(netherResistRating + enchantments); }
public int GetCritResistRating() { // crit resist chance // get from base properties (monsters)? var critResistRating = CritResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.CritResistRating); // no augs / lum augs? return(critResistRating + enchantments); }
public int GetNetherResistRating() { // there is a property defined for this, // but does anything use this? // get from base properties (monsters)? var netherResistRating = NetherResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.NetherResistRating); return(netherResistRating + enchantments); }
public int GetLifeResistRating() { // only affects health drain? // only cast by Sigil of Perserverance (Aetheria)? // get from base properties (monsters)? var lifeResistRating = LifeResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.LifeResistRating); return(lifeResistRating + enchantments); }
public int GetLifeResistRating() { // drain resistance? // Drain Resistances - allows one to partially resist drain health/stamina/mana and harm attacks (not including other life transfer spells). // get from base properties (monsters)? var lifeResistRating = LifeResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.LifeResistRating); return(lifeResistRating + enchantments); }
public int GetCritResistRating() { // crit resist chance // get from base properties (monsters)? var critResistRating = CritResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.CritResistRating); // equipment ratings var equipment = GetEquippedItemsRatingSum(PropertyInt.GearCritResist); // no augs / lum augs? return(critResistRating + equipment + enchantments); }
public int GetHealingBoostRating() { // get from base properties (monsters)? var healBoostRating = HealingBoostRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.HealingBoostRating); var lumAugBonus = 0; if (this is Player player) { lumAugBonus = player.LumAugHealingRating; } return(healBoostRating + enchantments + lumAugBonus); }
public int GetCritDamageResistRating() { // get from base properties (monsters)? var critDamageResistRating = CritDamageResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.CritDamageResistRating); var lumAugBonus = 0; if (this is Player player) { lumAugBonus = player.LumAugCritReductionRating; } return(critDamageResistRating + enchantments + lumAugBonus); }
public int GetCritResistRating() { // crit resist chance // get from base properties (monsters)? var critResistRating = CritResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.CritResistRating); // equipment ratings // TODO: caching? var equipment = EquippedObjects.Values.Sum(i => i.GearCritResist ?? 0); // no augs / lum augs? return(critResistRating + equipment + enchantments); }
public int GetCritDamageRating() { // get from base properties (monsters)? var critDamageRating = CritDamageRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.CritDamageRating); // augmentations var augBonus = 0; var lumAugBonus = 0; if (this is Player player) { augBonus = player.AugmentationCriticalPower * 3; lumAugBonus = player.LumAugCritDamageRating; } return(critDamageRating + enchantments + augBonus + lumAugBonus); }
public int GetCritRating() { // crit chance // get from base properties (monsters)? var critChanceRating = CritRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.CritRating); // augmentations var augBonus = 0; if (this is Player player) { augBonus = player.AugmentationCriticalExpertise; } return(critChanceRating + enchantments + augBonus); }
public int GetCritDamageResistRating() { // get from base properties (monsters)? var critDamageResistRating = CritDamageResistRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.CritDamageResistRating); // equipment ratings // TODO: caching? var equipment = EquippedObjects.Values.Sum(i => i.GearCritDamageResist ?? 0); var lumAugBonus = 0; if (this is Player player) { lumAugBonus = player.LumAugCritReductionRating; } return(critDamageResistRating + equipment + enchantments + lumAugBonus); }
public int GetCritRating() { // crit chance // get from base properties (monsters)? var critChanceRating = CritRating ?? 0; // additive enchantments var enchantments = EnchantmentManager.GetRating(PropertyInt.CritRating); // equipment ratings // TODO: caching? var equipment = EquippedObjects.Values.Sum(i => i.GearCrit ?? 0); // augmentations var augBonus = 0; if (this is Player player) { augBonus = player.AugmentationCriticalExpertise; } return(critChanceRating + equipment + enchantments + augBonus); }