public static float GetSpellHitFromRating(float rating, int playerLevel) { if (playerLevel == 85) { return(StatConversion.GetSpellHitFromRating(rating)); } else { float[] scaling = { 26.231992721557617f, 34.444812774658203f, 45.231800079345703f, 59.420368194580078f, 78.021789550781250f }; return(rating / scaling[playerLevel - 80] * 0.01f); } }
public static float CalcSpellHit(Stats stats, int playerLevel) { if (playerLevel == 85) { return(stats.SpellHit + StatConversion.GetSpellHitFromRating(stats.HitRating)); } else { return(stats.SpellHit + GetSpellHitFromRating(stats.HitRating, playerLevel)); } }
public static float SpellHitChance(Character character, Stats stats, int targetLevel) { float spellHit = StatConversion.GetSpellHitFromRating(stats.HitRating, CharacterClass.Paladin) + stats.SpellHit; int DeltaLevel = targetLevel - character.Level; if (DeltaLevel == 3) { return(Math.Min(1f, 0.83f + spellHit)); // 83% chance to hit } else if (DeltaLevel == 2) { return(Math.Min(1f, 0.94f + spellHit)); // 94% chance to hit } else if (DeltaLevel == 1) { return(Math.Min(1f, 0.95f + spellHit)); // 95% chance to hit } else { return(Math.Min(1f, 0.96f + spellHit)); // 96% chance to hit } }
public override Stats GetCharacterStats(Character character, Item additionalItem) { CalculationOptionsElemental calcOpts = character.CalculationOptions as CalculationOptionsElemental; Stats statsRace = BaseStats.GetBaseStats(character); Stats statsItems = GetItemStats(character, additionalItem); Stats statsBuffs = GetBuffsStats(character, calcOpts); Stats statsTotal = statsRace + statsItems + statsBuffs; if (statsTotal.HighestStat > 0) { if (statsTotal.Spirit > statsTotal.Intellect) { statsTotal.Spirit += (statsTotal.HighestStat * 15f / 50f); } else { statsTotal.Intellect += (statsTotal.HighestStat * 15f / 50f); } } statsTotal.Strength *= 1 + statsTotal.BonusStrengthMultiplier; statsTotal.Agility *= 1 + statsTotal.BonusAgilityMultiplier; statsTotal.Stamina *= 1 + statsTotal.BonusStaminaMultiplier; statsTotal.Intellect *= 1 + statsTotal.BonusIntellectMultiplier; statsTotal.Spirit *= 1 + statsTotal.BonusSpiritMultiplier; statsTotal.Strength = (float)Math.Floor(statsTotal.Strength); statsTotal.Agility = (float)Math.Floor(statsTotal.Agility); statsTotal.Stamina = (float)Math.Floor(statsTotal.Stamina); statsTotal.Intellect = (float)Math.Floor(statsTotal.Intellect); statsTotal.Spirit = (float)Math.Floor(statsTotal.Spirit); if (Character.ValidateArmorSpecialization(character, ItemType.Mail)) { statsTotal.Intellect *= 1.05f; } statsTotal.AttackPower += statsTotal.Strength + statsTotal.Agility; statsTotal.Mana += StatConversion.GetManaFromIntellect(statsTotal.Intellect); statsTotal.Mana *= (float)Math.Round(1f + statsTotal.BonusManaMultiplier); statsTotal.Health += StatConversion.GetHealthFromStamina(statsTotal.Stamina); statsTotal.Health *= (float)Math.Round(1f + statsTotal.BonusHealthMultiplier); statsTotal.SpellCrit += StatConversion.GetSpellCritFromRating(statsTotal.CritRating); statsTotal.SpellCrit += StatConversion.GetSpellCritFromIntellect(statsTotal.Intellect); statsTotal.SpellCrit += statsTotal.SpellCritOnTarget; statsTotal.SpellHit += StatConversion.GetSpellHitFromRating(statsTotal.HitRating + ((.33f * character.ShamanTalents.ElementalPrecision) * statsTotal.Spirit)); // Flametongue weapon assumed statsTotal.SpellPower += (float)Math.Floor(747.78 * (1f + character.ShamanTalents.ElementalWeapons * .2f)); if (character.ShamanTalents.GlyphofFlametongueWeapon) { statsTotal.SpellCrit += .02f; } // Water shield assumed statsTotal.Mp5 += 100; if (character.ShamanTalents.GlyphofWaterShield) { statsTotal.Mp5 += 30; } return(statsTotal); }
public void UpdateCalcs(bool firstPass) { // talents if (_calcOpts.PriorityInUse(EnhanceAbility.StormStrike)) { stormstrikeBonusCrit = .25f * _talents.Stormstrike + (_talents.GlyphofStormstrike ? .1f : 0f); } else { stormstrikeBonusCrit = 0f; } //set bonus enhance4T11 = 0f; _character.SetBonusCount.TryGetValue("Battlegear of the Raging Elements", out setCount); if (setCount >= 4) { enhance4T11 = 0.1f; } critMultiplierSpell = 1.5f * (1 + _stats.BonusSpellCritDamageMultiplier); critMultiplierMelee = 2f * (1 + _stats.BonusCritDamageMultiplier); // Melee float hitBonus = _stats.PhysicalHit + StatConversion.GetHitFromRating(_stats.HitRating) + 0.06f; //DualWieldSpecialization expertiseBonusMH = GetDPRfromExp(_stats.Expertise + StatConversion.GetExpertiseFromRating(_stats.ExpertiseRating) + BaseStats.GetRacialExpertise(_character, ItemSlot.MainHand)); expertiseBonusOH = GetDPRfromExp(_stats.Expertise + StatConversion.GetExpertiseFromRating(_stats.ExpertiseRating) + BaseStats.GetRacialExpertise(_character, ItemSlot.OffHand)); float meleeCritModifier = _stats.PhysicalCrit; float baseMeleeCrit = StatConversion.GetCritFromRating(_stats.CritRating) + StatConversion.GetCritFromAgility(_stats.Agility, _character.Class) + .01f * _talents.Acuity; chanceDodgeMH = Math.Max(0f, DodgeChanceCap - expertiseBonusMH); chanceDodgeOH = Math.Max(0f, DodgeChanceCap - expertiseBonusOH); float ParryChance = ParryChanceCap - expertiseBonusMH; //chanceParryMH = (float)Math.Max(0f, _bossOpts.InBack ? ParryChance * PecentageInfrontBoss : ParryChance); ParryChance = ParryChanceCap - expertiseBonusOH; //chanceParryOH = (float)Math.Max(0f, _bossOpts.InBack ? ParryChance * PecentageInfrontBoss : ParryChance); chanceWhiteMissMH = Math.Max(0f, WhiteHitCap - hitBonus) + chanceDodgeMH + chanceParryMH; chanceWhiteMissOH = Math.Max(0f, WhiteHitCap - hitBonus) + chanceDodgeOH + chanceParryOH; chanceYellowMissMH = Math.Max(0f, YellowHitCap - hitBonus) + chanceDodgeMH + chanceParryMH; // base miss 8% now chanceYellowMissOH = Math.Max(0f, YellowHitCap - hitBonus) + chanceDodgeOH + chanceParryOH; // base miss 8% now // SetCritValues((1 + _stats.BonusCritChance) * (baseMeleeCrit + meleeCritModifier) + .00005f); //fudge factor for rounding SetCritValues(baseMeleeCrit + meleeCritModifier + .00005f); //fudge factor for rounding // set two export values so that ED crit isn't included exportMeleeCritMH = chanceWhiteCritMH + whiteCritDepression; exportMeleeCritOH = chanceWhiteCritOH + whiteCritDepression; // Spells ftBonusCrit = 0f; if (_calcOpts.MainhandImbue == "Flametongue") { ftBonusCrit += _talents.GlyphofFlametongueWeapon ? .02f : 0f; } if (_calcOpts.OffhandImbue == "Flametongue") { ftBonusCrit += _talents.GlyphofFlametongueWeapon ? .02f : 0f; } if (baseStats == null) { baseStats = BaseStats.GetBaseStats(_character); } elemPrecMod = _talents.ElementalPrecision > 0 ? (_stats.Spirit - baseStats.Spirit) * (_talents.ElementalPrecision / 3f) : 0f; float hitBonusSpell = _stats.SpellHit + StatConversion.GetSpellHitFromRating(_stats.HitRating + elemPrecMod); chanceSpellMiss = Math.Max(0f, SpellMissRate - hitBonusSpell); overSpellHitCap = Math.Max(0f, hitBonusSpell - SpellMissRate); float spellCritModifier = _stats.SpellCrit + _stats.SpellCritOnTarget + ftBonusCrit; float baseSpellCrit = StatConversion.GetSpellCritFromRating(_stats.CritRating) + StatConversion.GetSpellCritFromIntellect(_stats.Intellect) + .01f * _talents.Acuity; //chanceSpellCrit = Math.Min(0.75f, (1 + _stats.BonusCritChance) * (baseSpellCrit + spellCritModifier) + .00005f); //fudge factor for rounding chanceSpellCrit = Math.Min(0.75f, baseSpellCrit + spellCritModifier + .00005f); //fudge factor for rounding float hasteBonus = StatConversion.GetHasteFromRating(_stats.HasteRating, _character.Class); unhastedMHSpeed = _character.MainHand == null ? 3.0f : _character.MainHand.Item.Speed; unhastedOHSpeed = _character.OffHand == null ? 3.0f : _character.OffHand.Item.Speed; float baseHastedMHSpeed = unhastedMHSpeed / (1f + hasteBonus) / (1f + _stats.PhysicalHaste); float baseHastedOHSpeed = unhastedOHSpeed / (1f + hasteBonus) / (1f + _stats.PhysicalHaste); float chanceToProcWFPerHit = .2f + (_character.ShamanTalents.GlyphofWindfuryWeapon ? .02f : 0f); if (_bossOpts.MultiTargs && _bossOpts.Targets != null && _bossOpts.Targets.Count > 0) { foreach (TargetGroup tg in _bossOpts.Targets) { if (tg.Frequency <= 0 || tg.Chance <= 0) { continue; //bad one, skip it } float upTime = (tg.Frequency / fightLength * (tg.Duration / 1000f) * tg.Chance) / fightLength; multiTargetMultiplier += (Math.Max(10, tg.NumTargs - (tg.NearBoss ? 0 : 1))) * upTime; } } //The Swing Loop //This is where we figure out feedback systems -- WF, MW, ED, Flurry, etc. //-------------- flurryUptime = 1f; uWUptime = 0f; //uFUptime = 0f; edUptime = 0f; float stormstrikeSpeed = firstPass ? (_talents.Stormstrike == 1 ? 8f : 0f) : AbilityCooldown(EnhanceAbility.StormStrike); float shockSpeed = firstPass ? BaseShockSpeed : AbilityCooldown(EnhanceAbility.EarthShock); float lavaLashSpeed = firstPass ? 10f : AbilityCooldown(EnhanceAbility.LavaLash); float fireNovaSpeed = firstPass ? BaseFireNovaSpeed : AbilityCooldown(EnhanceAbility.FireNova); if (_calcOpts.PriorityInUse(EnhanceAbility.MagmaTotem)) { fireTotemUptime = firstPass ? 1.0f : 60f / AbilityCooldown(EnhanceAbility.MagmaTotem); } else if (_calcOpts.PriorityInUse(EnhanceAbility.SearingTotem)) { fireTotemUptime = firstPass ? 1.0f : 60f / AbilityCooldown(EnhanceAbility.SearingTotem); } else if (_calcOpts.PriorityInUse(EnhanceAbility.RefreshTotems)) // if no Searing or Magma totem use refresh of Flametongue totem. { fireTotemUptime = firstPass ? 1.0f : 300f / AbilityCooldown(EnhanceAbility.RefreshTotems); } float mwPPM = (10f / 3f) * _talents.MaelstromWeapon; float flurryHasteBonus = .10f * _talents.Flurry; float uWHasteBonus = .4f + .1f * _talents.ElementalWeapons; float edCritBonus = .03f * _talents.ElementalDevastation; float staticShockChance = .15f * _character.ShamanTalents.StaticShock; hitsPerSMHSS = 0f; hitsPerSOHSS = 0f; hitsPerSOH = 0f; hitsPerSMH = 0f; hitsPerSWF = 0f; if (_talents.Stormstrike == 1) { hitsPerSMHSS = (1f - chanceYellowMissMH) / stormstrikeSpeed; hitsPerSOHSS = (1f - 2 * chanceYellowMissOH) / stormstrikeSpeed; //OH only swings if MH connect } hitsPerSLL = lavaLashSpeed == 0 ? 0f : (1f - chanceYellowMissOH) / lavaLashSpeed; float swingsPerSMHMelee = 0f; float swingsPerSOHMelee = 0f; float wfProcsPerSecond = 0f; float mwProcsPerSecond = 0f; secondsToFiveStack = 10f; float averageMeleeCritChance = (chanceWhiteCritMH + chanceWhiteCritOH + chanceYellowCritMH + chanceYellowCritOH) / 4f; float averageMeleeHitChance = ((1f - chanceWhiteMissMH - chanceDodgeMH - chanceParryMH) + (1f - chanceWhiteMissOH - chanceDodgeOH - chanceParryOH)) / 2f; float averageMeleeMissChance = (chanceWhiteMissMH + chanceWhiteMissOH) / 2f; float whiteHitsPerSMH = 0f; float whiteHitsPerSOH = 0f; float moteHitsPerS = 0f; float yellowHitsPerSMH = 0f; float yellowHitsPerSOH = 0f; float flameTongueHitsPerSecond = 0f; for (int i = 0; i < 5; i++) { // float bonusHaste = (1f + (flurryUptime * flurryHasteBonus)); float bonusHaste = 1 / (1 - flurryUptime + flurryUptime / (1 + flurryHasteBonus)) / (1 - uWUptime + uWUptime / (1 + uWHasteBonus)); // use time based not proc based flurryUptime hastedMHSpeed = baseHastedMHSpeed / bonusHaste; hastedOHSpeed = baseHastedOHSpeed / bonusHaste; swingsPerSMHMelee = 1f / hastedMHSpeed; swingsPerSOHMelee = (hastedOHSpeed == 0f) ? 0f : 1f / hastedOHSpeed; whiteHitsPerSMH = ChanceWhiteHitMH * swingsPerSMHMelee; whiteHitsPerSOH = ChanceWhiteHitOH * swingsPerSOHMelee; moteHitsPerS = _stats.MoteOfAnger * 2 * AverageWhiteHitChance; // Windfury model if (_calcOpts.MainhandImbue == "Windfury") { float hitsThatProcWFPerS = whiteHitsPerSMH + hitsPerSMHSS; if (unhastedOHSpeed != 0f) { hitsThatProcWFPerS += moteHitsPerS / 2; // half the hits will be OH and thus won't proc WF } else { hitsThatProcWFPerS += moteHitsPerS; // if no offhand then all motes will be MH weapon by definition } float maxExpectedWFPerFight = hitsThatProcWFPerS * chanceToProcWFPerHit * fightLength; float ineligibleSeconds = maxExpectedWFPerFight * (3.25f - hastedMHSpeed); float expectedWFPerFight = hitsThatProcWFPerS * chanceToProcWFPerHit * (fightLength - ineligibleSeconds); wfProcsPerSecond = expectedWFPerFight / fightLength; hitsPerSWF = 3f * wfProcsPerSecond * (1f - chanceYellowMissMH); } yellowHitsPerSMH = hitsPerSWF + hitsPerSMHSS; yellowHitsPerSOH = hitsPerSOHSS + hitsPerSLL; //Due to attack table, a white swing has the same chance to crit as a yellow hit // Old Flurry calc changed 10 Nov 2009 // couldCritSwingsPerSecond = whiteHitsPerSMH + whiteHitsPerSOH + yellowHitsPerSMH + yellowHitsPerSOH; // float swingsThatConsumeFlurryPerSecond = swingsPerSMHMelee + swingsPerSOHMelee; // flurryUptime = 1f - (float)Math.Pow(1 - averageMeleeCritChance, (3 / swingsThatConsumeFlurryPerSecond) * couldCritSwingsPerSecond); // old formulae flurryUptime = CalculateFlurryUptime(averageMeleeCritChance, averageMeleeHitChance, averageMeleeMissChance); //uWUptime = (float)Math.Max(12f / 15f, ??); //FIXME!!!! uWUptime = 7.5f / 15f; //Temp Uptime until above line is fixed // Maelstrom Weapon time to 5 stacks calc if (unhastedOHSpeed != 0f) { hitsPerSMH = whiteHitsPerSMH + yellowHitsPerSMH + moteHitsPerS / 2; hitsPerSOH = whiteHitsPerSOH + yellowHitsPerSOH + moteHitsPerS / 2; mwProcsPerSecond = (mwPPM / (60f / unhastedMHSpeed)) * hitsPerSMH + (mwPPM / (60f / unhastedOHSpeed)) * hitsPerSOH; } else { hitsPerSMH = whiteHitsPerSMH + yellowHitsPerSMH + moteHitsPerS; hitsPerSOH = 0f; mwProcsPerSecond = (mwPPM / (60f / unhastedMHSpeed)) * hitsPerSMH; } secondsToFiveStack = 5f / mwProcsPerSecond; // Elemental Devastation Uptime calc staticShocksPerSecond = (hitsPerSLL + hitsPerSMHSS + hitsPerSOHSS) * staticShockChance; flameTongueHitsPerSecond = (_calcOpts.MainhandImbue == "Flametongue" ? HitsPerSMH : 0f) + ((_calcOpts.OffhandImbue == "Flametongue") ? HitsPerSOH : 0f); spellAttacksPerSec = (1f / secondsToFiveStack + 1f / shockSpeed + 1f / fireNovaSpeed + staticShocksPerSecond) // + flameTongueHitsPerSecond) * (1f - chanceSpellMiss); float couldCritSpellsPerS = spellAttacksPerSec; edUptime = 1f - (float)Math.Pow(1 - chanceSpellCrit, 10 * couldCritSpellsPerS); averageMeleeCritChance = (chanceWhiteCritMH + chanceWhiteCritOH + chanceYellowCritMH + chanceYellowCritOH) / 4f + edUptime * edCritBonus; } float yellowAttacksPerSecond = hitsPerSWF + hitsPerSMHSS; if (unhastedMHSpeed != 0) { yellowAttacksPerSecond += hitsPerSOHSS; } // set output variables edBonusCrit = edUptime * edCritBonus; //SetCritValues((1 + _stats.BonusCritChance) * (baseMeleeCrit + meleeCritModifier) + edBonusCrit + .00005f); //fudge factor for rounding SetCritValues(baseMeleeCrit + meleeCritModifier + edBonusCrit + .00005f); //fudge factor for rounding meleeAttacksPerSec = hitsPerSMH + hitsPerSOH; meleeCritsPerSec = (whiteHitsPerSMH * chanceWhiteCritMH) + (whiteHitsPerSOH * chanceWhiteCritOH) + (yellowHitsPerSMH * chanceYellowCritMH) + (yellowHitsPerSOH * chanceYellowCritOH) + (_stats.MoteOfAnger * 2 * AverageWhiteCritChance); spellCritsPerSec = spellAttacksPerSec * ChanceSpellCrit; spellCastsPerSec = spellAttacksPerSec; spellMissesPerSec = spellAttacksPerSec * chanceSpellMiss; chanceMeleeHit = meleeAttacksPerSec / (swingsPerSMHMelee + swingsPerSOHMelee + 2f * wfProcsPerSecond + .25f + 1f / 6f); maxMana = _stats.Mana; float spellhaste = _stats.SpellHaste + StatConversion.GetSpellHasteFromRating(_stats.HasteRating); averageFSDotTime = _talents.GlyphofFlameShock ? 27f : 18f; averageFSTickTime = 3f / (1f + spellhaste); }
public EnhSim(Character character, CalculationOptionsEnhance calcOpts, BossOptions bossOpts) { _character = character; _calcOpts = calcOpts; _bossOpts = bossOpts; CalculationsEnhance ce = new CalculationsEnhance(); CharacterCalculationsEnhance calcs = ce.GetCharacterCalculations(character, null) as CharacterCalculationsEnhance; Stats stats = calcs.EnhSimStats; CombatStats cs = new CombatStats(character, stats, _calcOpts, bossOpts); getSpecialsNames(character, stats); StringBuilder sb = new StringBuilder(); sb.AppendLine(); sb.AppendLine("##########################################"); sb.AppendLine("### Rawr.Enhance Data Export to EnhSim ###"); sb.AppendLine("##########################################"); sb.AppendLine(); sb.AppendLine("config_source rawr"); sb.AppendLine(); float MHSpeed = character.MainHand == null ? 3.0f : character.MainHand.Item.Speed; float wdpsMH = character.MainHand == null ? 46.3f : character.MainHand.Item.DPS; float OHSpeed = character.OffHand == null ? 3.0f : character.OffHand.Item.Speed; float wdpsOH = character.OffHand == null ? 46.3f : character.OffHand.Item.DPS; sb.AppendLine("race " + character.Race.ToString().ToLower()); sb.AppendLine("mh_speed " + MHSpeed.ToString("F1", CultureInfo.InvariantCulture)); sb.AppendLine("oh_speed " + OHSpeed.ToString("F1", CultureInfo.InvariantCulture)); sb.AppendLine("mh_dps " + wdpsMH.ToString("F1", CultureInfo.InvariantCulture)); sb.AppendLine("oh_dps " + wdpsOH.ToString("F1", CultureInfo.InvariantCulture)); sb.AppendLine("str " + stats.Strength.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("agi " + stats.Agility.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("int " + stats.Intellect.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("spi " + stats.Spirit.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("mastery_rating " + stats.MasteryRating.ToString("F0", CultureInfo.InvariantCulture)); float chanceCrit = cs.ExportMeleeCritMH * 100f; sb.AppendLine("mh_crit " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture)); chanceCrit = cs.ExportMeleeCritOH * 100f; sb.AppendLine("oh_crit " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture)); float hitBonus = StatConversion.GetHitFromRating(stats.HitRating) * 100f + 6f; if (character.Race == CharacterRace.Draenei) { hitBonus += 1f; } sb.AppendLine("mh_hit " + hitBonus.ToString("F2", CultureInfo.InvariantCulture)); sb.AppendLine("oh_hit " + hitBonus.ToString("F2", CultureInfo.InvariantCulture)); sb.AppendLine("mh_expertise_rating " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("oh_expertise_rating " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture)); float unleashedRage = 0f; switch (character.ShamanTalents.UnleashedRage) { case 1: unleashedRage = .05f; break; case 2: unleashedRage = .10f; break; } sb.AppendLine("ap " + (stats.AttackPower * (1f + unleashedRage)).ToString("F0", CultureInfo.InvariantCulture)); float hasteBonus = StatConversion.GetHasteFromRating(stats.HasteRating, CharacterClass.Shaman) * 100f; sb.AppendLine("melee_haste " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture)); float MQUnleashedRageSpellpower = stats.AttackPower * unleashedRage * 0.50f; sb.AppendLine("spellpower " + (stats.SpellPower + MQUnleashedRageSpellpower).ToString("F0", CultureInfo.InvariantCulture)); float chanceSpellCrit = cs.DisplaySpellCrit * 100f; sb.AppendLine("spell_crit " + chanceSpellCrit.ToString("F2", CultureInfo.InvariantCulture)); float elemPrec = character.ShamanTalents.ElementalPrecision > 0 ? (stats.Spirit - BaseStats.GetBaseStats(character).Spirit) * (character.ShamanTalents.ElementalPrecision / 3f) : 0f; hitBonus = StatConversion.GetSpellHitFromRating(stats.HitRating + elemPrec) * 100f; if (character.Race == CharacterRace.Draenei) { hitBonus += 1f; } sb.AppendLine("spell_hit " + hitBonus.ToString("F2", CultureInfo.InvariantCulture)); hasteBonus = StatConversion.GetSpellHasteFromRating(stats.HasteRating) * 100f; sb.AppendLine("spell_haste " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture)); sb.AppendLine("max_mana " + stats.Mana.ToString()); sb.AppendLine("mp5 " + stats.Mp5.ToString()); sb.AppendLine(); sb.AppendLine("mh_imbue " + _calcOpts.MainhandImbue.ToString().ToLower()); sb.AppendLine("oh_imbue " + _calcOpts.OffhandImbue.ToString().ToLower()); sb.AppendLine(); sb.AppendLine("mh_enchant " + _mhEnchant); sb.AppendLine("oh_enchant " + _ohEnchant); String weaponType = "-"; if (character.MainHand != null) { if (character.MainHand.Type == ItemType.OneHandAxe || character.MainHand.Type == ItemType.TwoHandAxe) { weaponType = "axe"; } if (character.MainHand.Type == ItemType.FistWeapon) { weaponType = "fist"; } if (character.MainHand.Type == ItemType.OneHandMace || character.MainHand.Type == ItemType.TwoHandMace) { weaponType = "mace"; } } sb.AppendLine("mh_weapon " + weaponType); weaponType = "-"; if (character.OffHand != null) { if (character.OffHand.Type == ItemType.OneHandAxe) { weaponType = "axe"; } if (character.OffHand.Type == ItemType.FistWeapon) { weaponType = "fist"; } if (character.OffHand.Type == ItemType.OneHandMace) { weaponType = "mace"; } } sb.AppendLine("oh_weapon " + weaponType); sb.AppendLine(); sb.AppendLine("trinket1 " + _trinket1name); sb.AppendLine("trinket2 " + _trinket2name); sb.AppendLine(); sb.AppendLine(getSetBonuses(character)); sb.AppendLine("metagem " + _metagem); sb.AppendLine(); string glovesEnchant = character.HandsTinkering == null ? string.Empty : character.HandsTinkering.Name; if (glovesEnchant == "Synapse Springs") { sb.AppendLine("gloves_enchant synapse_springs"); } else if (glovesEnchant == "Tazik Shocker") { sb.AppendLine("gloves_enchant tazik_shocker"); } else { sb.AppendLine("gloves_enchant -"); } string cloakEnchant = character.BackEnchant == null ? string.Empty : character.BackEnchant.Name; if (cloakEnchant == "Lightweave Embroidery") { sb.AppendLine("cloak_enchant lightweave_embroidery"); } else if (cloakEnchant == "Swordguard Embroidery") { sb.AppendLine("cloak_enchant swordguard_embroidery"); } else { sb.AppendLine("cloak_enchant -"); } string weaponSetProc = "-"; if (character.MainHand != null && character.OffHand != null) { if (character.MainHand.Id == 63537 && character.OffHand.Id == 63538) { weaponSetProc = "agony_and_torment"; } } sb.AppendLine("weapon_set_proc " + weaponSetProc); /*addGlyphs(character, sb); * sb.AppendLine(); * sb.AppendLine("#############"); * sb.AppendLine("## Talents ##"); * sb.AppendLine("#############"); * sb.AppendLine("primary_talent enhancement"); * sb.AppendLine(); * sb.AppendLine("elemental_weapons " + character.ShamanTalents.ElementalWeapons + "/2"); * sb.AppendLine("focused_strikes " + character.ShamanTalents.FocusedStrikes + "/3"); * sb.AppendLine("improved_shields " + character.ShamanTalents.ImprovedShields + "/3"); * sb.AppendLine("elemental_devastation " + character.ShamanTalents.ElementalDevastation + "/3"); * sb.AppendLine("flurry " + character.ShamanTalents.Flurry + "/3"); * sb.AppendLine("static_shock " + character.ShamanTalents.StaticShock + "/3"); * sb.AppendLine("improved_fire_nova " + character.ShamanTalents.ImprovedFireNova + "/2"); * sb.AppendLine("searing_flames " + character.ShamanTalents.SearingFlames + "/3"); * sb.AppendLine("frozen_power " + character.ShamanTalents.FrozenPower + "/2"); * sb.AppendLine("shamanistic_rage " + character.ShamanTalents.ShamanisticRage + "/1"); * sb.AppendLine("unleashed_rage " + character.ShamanTalents.UnleashedRage + "/2"); * sb.AppendLine("maelstrom_weapon " + character.ShamanTalents.MaelstromWeapon + "/3"); * sb.AppendLine("improved_lava_lash " + character.ShamanTalents.ImprovedLavaLash + "/2"); * sb.AppendLine(); * //elemental talents in EnhSim have not been updated, so keep exporting old talent choices where appropriate. * sb.AppendLine("convection " + character.ShamanTalents.Convection + "/2"); * sb.AppendLine("concussion " + character.ShamanTalents.Concussion + "/3"); * sb.AppendLine("call_of_flame " + character.ShamanTalents.CallOfFlame + "/2"); * sb.AppendLine("reverberation " + character.ShamanTalents.Reverberation + "/2"); * sb.AppendLine("elemental_precision " + character.ShamanTalents.ElementalPrecision + "/3"); * sb.AppendLine("elemental_focus " + character.ShamanTalents.ElementalFocus + "/1"); * sb.AppendLine("elemental_oath " + character.ShamanTalents.ElementalOath + "/2"); * sb.AppendLine("lava_flows " + character.ShamanTalents.LavaFlows + "/3"); * sb.AppendLine("storm_earth_and_fire " + "0" + "/3"); * sb.AppendLine("elemental_mastery " + character.ShamanTalents.ElementalMastery + "/1"); * sb.AppendLine("feedback " + character.ShamanTalents.Feedback + "/3"); * sb.AppendLine("lava_surge " + character.ShamanTalents.LavaSurge + "/2"); * sb.AppendLine(); * * addBuffs(character, sb); * // add extras * sb.AppendLine(); * sb.AppendLine("combat_length " + (_bossOpts.BerserkTimer/60f).ToString("F2", CultureInfo.InvariantCulture));*/ _configText = sb.ToString(); }
GetCharacterDisplayCalculationValues() { Dictionary <string, string> dictValues = new Dictionary <string, string>(); dictValues.Add("Personal DPS", string.Format("{0:0}", PersonalDps)); dictValues.Add("Pet DPS", string.Format("{0:0}", PetDps)); dictValues.Add("Total DPS", string.Format("{0:0}", OverallPoints)); dictValues.Add( "Health", string.Format( "{0:0.0}*{1:0.0} stamina", CalcHealth(), CalcStamina())); dictValues.Add( "Mana", string.Format( "{0:0.0}*{1:0.0} intellect", CalcMana(), CalcIntellect())); dictValues.Add( "Spirit", string.Format("{0:0.0}", CalcSpirit())); dictValues.Add( "Bonus Damage", string.Format( "{0:0.0}*{1:0.0}\tBefore Procs", CalcSpellPower(), StatUtils.CalcSpellPower(PreProcStats))); #region Hit Rating float onePercentOfHitRating = (1 / StatConversion.GetSpellHitFromRating(1)); float hitFromRating = StatConversion.GetSpellHitFromRating(Stats.HitRating); float hitFromTalents = Talents.Suppression * 0.01f; float hitFromBuffs = (CalcSpellHit() - hitFromRating - hitFromTalents); float targetHit = Options.GetBaseHitRate() / 100f; float totalHit = targetHit + CalcSpellHit(); float missChance = totalHit > 1 ? 0 : (1 - totalHit); dictValues.Add( "Hit Rating", string.Format( "{0}*{1:0.00%} Hit Chance (max 100%) | {2:0.00%} Miss Chance \r\n\r\n" + "{3:0.00%}\t Base Hit Chance on a Level {4:0} target\r\n" + "{5:0.00%}\t from {6:0} Hit Rating [gear, food and/or flasks]\r\n" + "{7:0.00%}\t from Talent: Suppression\r\n" + "{8:0.00%}\t from Buffs: Racial and/or Spell Hit Chance Taken\r\n\r\n" + "You are {9} hit rating {10} the 446 hard cap [no hit from gear, talents or buffs]\r\n\r\n" + "Hit Rating soft caps:\r\n" + "420 - Heroic Presence\r\n" + "368 - Suppression\r\n" + "342 - Suppression and Heroic Presence\r\n" + "289 - Suppression, Improved Faerie Fire / Misery\r\n" + "263 - Suppression, Improved Faerie Fire / Misery and Heroic Presence", Stats.HitRating, totalHit, missChance, targetHit, Options.TargetLevel, hitFromRating, Stats.HitRating, hitFromTalents, hitFromBuffs, Math.Ceiling( Math.Abs((totalHit - 1) * onePercentOfHitRating)), (totalHit > 1) ? "above" : "below")); #endregion dictValues.Add( "Crit Chance", string.Format( "{0:0.00%}*{1:0.00%}\tBefore Procs", CalcSpellCrit(), StatUtils.CalcSpellCrit(PreProcStats))); dictValues.Add( "Average Haste", string.Format( "{0:0.00}%*" + "{1:0.00}%\tfrom {2:0.0} Haste rating\r\n" + "{3:0.00}%\tfrom Buffs\r\n" + "{4:0.0}ish%\tfrom Procs\r\n" + "\r\n" + "{5:0.00}s\tGlobal Cooldown\r\n", (AvgHaste - 1f) * 100f, StatConversion.GetSpellHasteFromRating(Stats.HasteRating) * 100f, Stats.HasteRating, Stats.SpellHaste * 100f, (AvgHaste - StatUtils.CalcSpellHaste(PreProcStats)) * 100f, Math.Max(1.0f, 1.5f / AvgHaste))); // Pet Stats if (Pet == null) { dictValues.Add("Pet Stamina", "-"); dictValues.Add("Pet Intellect", "-"); dictValues.Add("Pet Health", "-"); } else { dictValues.Add( "Pet Stamina", string.Format("{0:0.0}", Pet.CalcStamina())); dictValues.Add( "Pet Intellect", string.Format("{0:0.0}", Pet.CalcIntellect())); dictValues.Add( "Pet Health", string.Format("{0:0.0}", Pet.CalcHealth())); } // Spell Stats foreach (string spellName in Spell.ALL_SPELLS) { if (CastSpells.ContainsKey(spellName)) { dictValues.Add( spellName, CastSpells[spellName].GetToolTip()); } else { dictValues.Add(spellName, "-"); } } return(dictValues); }
public EnhSim(Character character, CalculationOptionsEnhance calcOpts) { _character = character; _calcOpts = calcOpts; CalculationsEnhance ce = new CalculationsEnhance(); CharacterCalculationsEnhance calcs = ce.GetCharacterCalculations(character, null) as CharacterCalculationsEnhance; Stats stats = calcs.EnhSimStats; if (_character.ActiveBuffsContains("Master of Anatomy")) { stats.CritRating += 40; } CombatStats cs = new CombatStats(character, stats, _calcOpts); getSpecialsNames(character, stats); StringBuilder sb = new StringBuilder(); sb.AppendLine(); sb.AppendLine("##########################################"); sb.AppendLine("### Rawr.Enhance Data Export to EnhSim ###"); sb.AppendLine("##########################################"); sb.AppendLine(); sb.AppendLine("config_source rawr"); sb.AppendLine(); float MHSpeed = character.MainHand == null ? 3.0f : character.MainHand.Item.Speed; float wdpsMH = character.MainHand == null ? 46.3f : character.MainHand.Item.DPS; float OHSpeed = character.OffHand == null ? 3.0f : character.OffHand.Item.Speed; float wdpsOH = character.OffHand == null ? 46.3f : character.OffHand.Item.DPS; sb.AppendLine("race " + character.Race.ToString().ToLower()); sb.AppendLine("mh_speed " + MHSpeed.ToString("F1", CultureInfo.InvariantCulture)); sb.AppendLine("oh_speed " + OHSpeed.ToString("F1", CultureInfo.InvariantCulture)); sb.AppendLine("mh_dps " + wdpsMH.ToString("F1", CultureInfo.InvariantCulture)); sb.AppendLine("oh_dps " + wdpsOH.ToString("F1", CultureInfo.InvariantCulture)); float chanceCrit = cs.ExportMeleeCritMH * 100f; sb.AppendLine("mh_crit " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture)); chanceCrit = cs.ExportMeleeCritOH * 100f; sb.AppendLine("oh_crit " + chanceCrit.ToString("F2", CultureInfo.InvariantCulture)); float hitBonus = StatConversion.GetHitFromRating(stats.HitRating) * 100f; sb.AppendLine("mh_hit " + hitBonus.ToString("F2", CultureInfo.InvariantCulture)); sb.AppendLine("oh_hit " + hitBonus.ToString("F2", CultureInfo.InvariantCulture)); sb.AppendLine("mh_expertise_rating " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("oh_expertise_rating " + stats.ExpertiseRating.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("ap " + stats.AttackPower.ToString("F0", CultureInfo.InvariantCulture)); float hasteBonus = StatConversion.GetHasteFromRating(stats.HasteRating, CharacterClass.Shaman) * 100f; sb.AppendLine("melee_haste " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture)); float armourPenBonus = StatConversion.GetArmorPenetrationFromRating(stats.ArmorPenetrationRating) * 100f; sb.AppendLine("armor_penetration " + armourPenBonus.ToString("F2", CultureInfo.InvariantCulture)); sb.AppendLine("str " + stats.Strength.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("agi " + stats.Agility.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("int " + stats.Intellect.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("spi " + stats.Spirit.ToString("F0", CultureInfo.InvariantCulture)); sb.AppendLine("spellpower " + stats.SpellPower.ToString("F0", CultureInfo.InvariantCulture)); float chanceSpellCrit = cs.DisplaySpellCrit * 100f; sb.AppendLine("spell_crit " + chanceSpellCrit.ToString("F2", CultureInfo.InvariantCulture)); hitBonus = StatConversion.GetSpellHitFromRating(stats.HitRating) * 100f; sb.AppendLine("spell_hit " + hitBonus.ToString("F2", CultureInfo.InvariantCulture)); hasteBonus = StatConversion.GetSpellHasteFromRating(stats.HasteRating) * 100f; sb.AppendLine("spell_haste " + hasteBonus.ToString("F2", CultureInfo.InvariantCulture)); sb.AppendLine("max_mana " + stats.Mana.ToString()); sb.AppendLine("mp5 " + stats.Mp5.ToString()); sb.AppendLine(); sb.AppendLine("mh_imbue " + _calcOpts.MainhandImbue.ToString().ToLower()); sb.AppendLine("oh_imbue " + _calcOpts.OffhandImbue.ToString().ToLower()); sb.AppendLine(); sb.AppendLine("mh_enchant " + _mhEnchant); String weaponType = "-"; if (character.MainHand != null) { if (character.MainHand.Type == ItemType.OneHandAxe || character.MainHand.Type == ItemType.TwoHandAxe) { weaponType = "axe"; } if (character.MainHand.Type == ItemType.FistWeapon) { weaponType = "fist"; } } sb.AppendLine("mh_weapon " + weaponType); sb.AppendLine("oh_enchant " + _ohEnchant); weaponType = "-"; if (character.OffHand != null) { if (character.OffHand.Type == ItemType.OneHandAxe) { weaponType = "axe"; } if (character.OffHand.Type == ItemType.FistWeapon) { weaponType = "fist"; } } sb.AppendLine("oh_weapon " + weaponType); sb.AppendLine(); sb.AppendLine("trinket1 " + _trinket1name); sb.AppendLine("trinket2 " + _trinket2name); sb.AppendLine(); sb.AppendLine("totem " + _totemname); sb.AppendLine(getSetBonuses(character)); sb.AppendLine("metagem " + _metagem); sb.AppendLine(); string handEnchant = character.HandsEnchant == null ? string.Empty : character.HandsEnchant.Name; if (handEnchant == "Hyperspeed Accelerators") { sb.AppendLine("gloves_enchant hyperspeed_accelerators"); } else if (handEnchant == "Hand-Mounted Pyro Rocket") { sb.AppendLine("gloves_enchant hand_mounted_pyro_rocket"); } else { sb.AppendLine("gloves_enchant -"); } string backEnchant = character.BackEnchant == null ? string.Empty : character.BackEnchant.Name; if (backEnchant == "Lightweave Embroidery") { sb.AppendLine("cloak_enchant lightweave_embroidery"); } else if (backEnchant == "Swordguard Embroidery") { sb.AppendLine("cloak_enchant swordguard_embroidery"); } else { sb.AppendLine("cloak_enchant -"); } if (character.Finger1.Id == 50401 || character.Finger2.Id == 50401 || character.Finger1.Id == 50402 || character.Finger2.Id == 50402) { sb.AppendLine("ring_proc ashen_verdict"); } else { sb.AppendLine("ring_proc -"); } addGlyphs(character, sb); sb.AppendLine(); sb.AppendLine("glyph_minor1 -"); sb.AppendLine("glyph_minor2 -"); sb.AppendLine("glyph_minor3 -"); sb.AppendLine(); sb.AppendLine("necrotic_touch " + (character.MainHand.Id == 50035 ? "1" : "0")); sb.AppendLine("necrotic_touch_heroic " + (character.MainHand.Id == 50692 ? "1" : "0")); sb.AppendLine("mixology " + (character.PrimaryProfession == Profession.Alchemy || character.SecondaryProfession == Profession.Alchemy ? "1" : "0")); // addPriorities(_calcOpts, sb); addManaConfigs(character, sb); sb.AppendLine(); sb.AppendLine("#############"); sb.AppendLine("## Talents ##"); sb.AppendLine("#############"); sb.AppendLine(); sb.AppendLine("ancestral_knowledge " + character.ShamanTalents.AncestralKnowledge + "/5"); sb.AppendLine("improved_shields " + character.ShamanTalents.ImprovedShields + "/3"); sb.AppendLine("mental_dexterity " + character.ShamanTalents.MentalDexterity + "/3"); sb.AppendLine("shamanistic_focus " + character.ShamanTalents.ShamanisticFocus + "/1"); sb.AppendLine("flurry " + character.ShamanTalents.Flurry + "/5"); sb.AppendLine("elemental_weapons " + character.ShamanTalents.ElementalWeapons + "/3"); sb.AppendLine("unleashed_rage " + character.ShamanTalents.UnleashedRage + "/3"); sb.AppendLine("weapon_mastery " + character.ShamanTalents.WeaponMastery + "/3"); sb.AppendLine("dual_wield_specialization " + character.ShamanTalents.DualWieldSpecialization + "/3"); sb.AppendLine("mental_quickness " + character.ShamanTalents.MentalQuickness + "/3"); sb.AppendLine("improved_stormstrike " + character.ShamanTalents.ImprovedStormstrike + "/2"); sb.AppendLine("static_shock " + character.ShamanTalents.StaticShock + "/3"); sb.AppendLine("maelstrom_weapon " + character.ShamanTalents.MaelstromWeapon + "/5"); sb.AppendLine("convection " + character.ShamanTalents.Convection + "/5"); sb.AppendLine("concussion " + character.ShamanTalents.Concussion + "/5"); sb.AppendLine("call_of_flame " + character.ShamanTalents.CallOfFlame + "/3"); sb.AppendLine("elemental_devastation " + character.ShamanTalents.ElementalDevastation + "/3"); sb.AppendLine("reverberation " + character.ShamanTalents.Reverberation + "/5"); sb.AppendLine("elemental_focus " + character.ShamanTalents.ElementalFocus + "/1"); sb.AppendLine("elemental_fury " + character.ShamanTalents.ElementalFury + "/5"); sb.AppendLine("improved_fire_nova " + character.ShamanTalents.ImprovedFireNova + "/2"); sb.AppendLine("call_of_thunder " + character.ShamanTalents.CallOfThunder + "/1"); sb.AppendLine("unrelenting_storm " + character.ShamanTalents.UnrelentingStorm + "/3"); sb.AppendLine("elemental_precision " + character.ShamanTalents.ElementalPrecision + "/3"); sb.AppendLine("lightning_mastery " + character.ShamanTalents.LightningMastery + "/5"); sb.AppendLine("elemental_oath " + character.ShamanTalents.ElementalOath + "/2"); sb.AppendLine("lightning_overload " + character.ShamanTalents.LightningOverload + "/5"); sb.AppendLine("lava_flows " + character.ShamanTalents.LavaFlows + "/3"); sb.AppendLine("storm_earth_and_fire " + character.ShamanTalents.StormEarthAndFire + "/3"); sb.AppendLine("shamanism " + character.ShamanTalents.Shamanism + "/5"); sb.AppendLine(); addBuffs(character, sb); // add extras sb.AppendLine(); sb.AppendLine("combat_length " + _calcOpts.FightLength.ToString("F2", CultureInfo.InvariantCulture)); _configText = sb.ToString(); }
public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { float critRating = BasicStats.CritRating; float hitRating = BasicStats.HitRating; Dictionary <string, string> dictValues = new Dictionary <string, string>(); dictValues.Add("Health", BasicStats.Health.ToString("N0")); dictValues.Add("Strength", BasicStats.Strength.ToString("N0")); dictValues.Add("Agility", string.Format("{0:0}*Provides {1:P} crit chance", BasicStats.Agility, StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.DeathKnight))); dictValues.Add("Attack Power", BasicStats.AttackPower.ToString("N0")); dictValues.Add("Crit Rating", string.Format("{0:0}*Provides {1:P} crit chance", critRating, StatConversion.GetCritFromRating(critRating, CharacterClass.DeathKnight))); dictValues.Add("Hit Rating", string.Format("{0:0}*Negates {1:P} melee miss / {2:P} spell miss", hitRating, StatConversion.GetPhysicalHitFromRating(hitRating, CharacterClass.DeathKnight), StatConversion.GetSpellHitFromRating(hitRating, CharacterClass.DeathKnight))); dictValues.Add("Expertise", string.Format("{0:0.00} / {1:0.00}*Negates {2:P} / {3:P} dodge chance", MHExpertise, OHExpertise, StatConversion.GetDodgeParryReducFromExpertise(MHExpertise), StatConversion.GetDodgeParryReducFromExpertise(OHExpertise))); dictValues.Add("Haste Rating", string.Format("{0:0}*Increases attack speed by {1:P}", BasicStats.HasteRating, StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.DeathKnight))); dictValues.Add("Armor", BasicStats.Armor.ToString("N0")); dictValues.Add("Resilience", BasicStats.Resilience.ToString("F0")); dictValues.Add("Mastery", string.Format("{0:N0}*Rating: {1:N0}", BasicStats.Mastery, BasicStats.MasteryRating)); dictValues.Add("Weapon Damage", MHWeaponDamage.ToString("N2") + " / " + OHWeaponDamage.ToString("N2")); dictValues.Add("Attack Speed", MHAttackSpeed.ToString("N2") + " / " + OHAttackSpeed.ToString("N2")); dictValues.Add("Crit Chance", string.Format("{0:P}", BasicStats.PhysicalCrit)); dictValues.Add("Avoided Attacks", string.Format("{0:P}*{1:P} Dodged, {2:P} Missed", AvoidedAttacks, DodgedAttacks, MissedAttacks)); dictValues.Add("Enemy Mitigation", string.Format("{0:P}*{1:0} effective enemy armor", EnemyMitigation, EffectiveArmor)); dictValues.Add("White HitChance", string.Format("{0:P}*Include Glance & Crit Chance", WhiteHitChance)); dictValues.Add("Yellow HitChance", string.Format("{0:P}", YellowHitChance)); foreach (int i in EnumHelper.GetValues(typeof(DKability))) { dictValues.Add(Enum.GetName(typeof(DKability), i), string.Format("{0:N2}*{1:P}", dpsSub[i], (dpsSub[i] / DPSPoints))); } dictValues.Add("Total DPS", DPSPoints.ToString("N2")); dictValues.Add("Rotation Duration", RotationTime.ToString() + " secs"); dictValues.Add("Blood", Blood.ToString()); dictValues.Add("Frost", Frost.ToString()); dictValues.Add("Unholy", Unholy.ToString()); dictValues.Add("Death", Death.ToString()); dictValues.Add("Runic Power", Death.ToString()); dictValues.Add("RE Runes", FreeRERunes.ToString("N2")); dictValues.Add("Rune Cooldown", m_RuneCD.ToString("N2")); PopulateSingleUseValues(dictValues, "BB", DKability.BloodBoil); PopulateSingleUseValues(dictValues, "BP", DKability.BloodPlague); PopulateSingleUseValues(dictValues, "BS", DKability.BloodStrike); PopulateSingleUseValues(dictValues, "DC", DKability.DeathCoil); PopulateSingleUseValues(dictValues, "DnD", DKability.DeathNDecay); PopulateSingleUseValues(dictValues, "DS", DKability.DeathStrike); PopulateSingleUseValues(dictValues, "Fest", DKability.FesteringStrike); PopulateSingleUseValues(dictValues, "FF", DKability.FrostFever); PopulateSingleUseValues(dictValues, "FS", DKability.FrostStrike); PopulateSingleUseValues(dictValues, "HS", DKability.HeartStrike); PopulateSingleUseValues(dictValues, "HB", DKability.HowlingBlast); PopulateSingleUseValues(dictValues, "IT", DKability.IcyTouch); PopulateSingleUseValues(dictValues, "NS", DKability.NecroticStrike); PopulateSingleUseValues(dictValues, "OB", DKability.Obliterate); PopulateSingleUseValues(dictValues, "PS", DKability.PlagueStrike); PopulateSingleUseValues(dictValues, "RS", DKability.RuneStrike); PopulateSingleUseValues(dictValues, "SS", DKability.ScourgeStrike); return(dictValues); }
public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { Dictionary <string, string> dictValues = new Dictionary <string, string>(); dictValues.Add("Health", BasicStats.Health.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Mana", BasicStats.Mana.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Attack Power", BasicStats.AttackPower.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Agility", BasicStats.Agility.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Strength", BasicStats.Strength.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Intellect", BasicStats.Intellect.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("White Hit", WhiteHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); if (YellowHit < 100f && TotalExpertiseMH < 26) { float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit)); dictValues.Add("Yellow Hit", String.Format("{0}% (Under Cap)*You need {1} more expertise to cap specials (WF,SS)", YellowHit.ToString("F2", CultureInfo.InvariantCulture), ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); } else { if (ParriedAttacks > 0) { float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit)); dictValues.Add("Yellow Hit", String.Format("{0}%*Being in front of boss allows your attacks to be parried\r\nYou would need {1} more expertise to cap specials (WF,SS)", YellowHit.ToString("F2", CultureInfo.InvariantCulture), ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); } else { dictValues.Add("Yellow Hit", YellowHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); } } if (OverSpellHitCap > 0.38f) // only warn if more than .38% over cap (equivalent to 10 hit rating) { dictValues.Add("Spell Hit", String.Format("{0}% (Over Cap)*Over Spell Hit Cap by {1}%", SpellHit.ToString("F2", CultureInfo.InvariantCulture), OverSpellHitCap.ToString("F2", CultureInfo.InvariantCulture))); } else { if (SpellHit < 100f) { float ratingRequired = (float)Math.Ceiling(StatConversion.GetRatingFromHit(1f - SpellHit / 100f)); dictValues.Add("Spell Hit", String.Format("{0}% (Under Cap)*You need {1} more hit rating to cap spells (ES, LB etc)", SpellHit.ToString("F2", CultureInfo.InvariantCulture), ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); } else { dictValues.Add("Spell Hit", SpellHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); } } if (OverMeleeCritCap > 0.21f) // only warn if more than .21% over cap (equivalent to 10 crit rating) { dictValues.Add("Melee Crit", String.Format("{0} (Over Cap)*Crit Rating {1} (+{2}% crit chance)\r\nOver Soft Cap by {3}%", MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture), OverMeleeCritCap.ToString("F2", CultureInfo.InvariantCulture))); } else { dictValues.Add("Melee Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)", MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); } dictValues.Add("Spell Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)", SpellCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Spellpower", BasicStats.SpellPower.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Total Expertise", getExpertiseString()); dictValues.Add("Haste Rating", String.Format("{0}*{1}% Melee Haste\r\n{2}% Spell Haste", BasicStats.HasteRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture), (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Hit Rating", String.Format("{0}*{1}% Melee Hit\r\n{2}% Spell Hit", BasicStats.HitRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHitFromRating(BasicStats.HitRating) * 100f).ToString("F2", CultureInfo.InvariantCulture), (StatConversion.GetSpellHitFromRating(BasicStats.HitRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Armour Pen Rating", String.Format("{0}*{1}% Armour Penetration", BasicStats.ArmorPenetrationRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetArmorPenetrationFromRating(BasicStats.ArmorPenetrationRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); float spellMiss = 100 - SpellHit; dictValues.Add("Avoided Attacks", String.Format("{0}%*{1}% Boss Dodged\r\n{2}% Boss Parried\r\n{3}% Spell Misses\r\n{4}% White Misses", AvoidedAttacks.ToString("F2", CultureInfo.InvariantCulture), DodgedAttacks.ToString("F2", CultureInfo.InvariantCulture), ParriedAttacks.ToString("F2", CultureInfo.InvariantCulture), spellMiss.ToString("F2", CultureInfo.InvariantCulture), MissedAttacks.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Avg MH Speed", AvMHSpeed.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Avg OH Speed", AvOHSpeed.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Armor Mitigation", ArmorMitigation.ToString("F2", CultureInfo.InvariantCulture) + "%*Amount of physical damage lost due to boss armor"); dictValues.Add("ED Uptime", String.Format("{0}%*{1}% ED Bonus Crit", EDUptime.ToString("F2", CultureInfo.InvariantCulture), EDBonusCrit.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Flurry Uptime", FlurryUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Avg Time to 5 Stack", String.Format("{0} sec*{1} PPM", SecondsTo5Stack.ToString("F2", CultureInfo.InvariantCulture), _MWPPM.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("MH Enchant Uptime", MHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("OH Enchant Uptime", OHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Trinket 1 Uptime", Trinket1Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Trinket 2 Uptime", Trinket2Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Fire Totem Uptime", FireTotemUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Tier 10 2 pc Uptime", T10_2Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Tier 10 4 pc Uptime", T10_4Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("DPS Points", DPSPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Survivability Points", SurvivabilityPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Overall Points", OverallPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("White Damage", dpsOutputFormat(SwingDamage, DPSPoints, true)); dictValues.Add("Windfury Attack", dpsOutputFormat(WindfuryAttack, DPSPoints, true)); dictValues.Add("Flametongue Attack", dpsOutputFormat(FlameTongueAttack, DPSPoints, false)); dictValues.Add("Lightning Bolt", dpsOutputFormat(LightningBolt, DPSPoints, false)); dictValues.Add("Earth Shock", dpsOutputFormat(EarthShock, DPSPoints, false)); dictValues.Add("Flame Shock", dpsOutputFormat(FlameShock, DPSPoints, false)); dictValues.Add("Searing/Magma Totem", dpsOutputFormat(SearingMagma, DPSPoints, false)); dictValues.Add("Stormstrike", dpsOutputFormat(Stormstrike, DPSPoints, true)); dictValues.Add("Spirit Wolf", dpsOutputFormat(SpiritWolf, DPSPoints, true)); dictValues.Add("Fire Nova", dpsOutputFormat(FireNova, DPSPoints, false)); dictValues.Add("Fire Elemental", FireElemental.getDPSOutput()); dictValues.Add("Lightning Shield", dpsOutputFormat(LightningShield, DPSPoints, false)); dictValues.Add("Lava Lash", dpsOutputFormat(LavaLash, DPSPoints, true)); dictValues.Add("Total DPS", DPSPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Enhance Version", _version); dictValues.Add("Status", String.Format("Enhance Model : DPS Points {0}, Survivability Points {1}, Overall Points {2}", DPSPoints.ToString("F2", CultureInfo.InvariantCulture), SurvivabilityPoints.ToString("F2", CultureInfo.InvariantCulture), OverallPoints.ToString("F2", CultureInfo.InvariantCulture))); return(dictValues); }
public static float CalcSpellHit(Stats stats) { return(stats.SpellHit + StatConversion.GetSpellHitFromRating(stats.HitRating)); }
protected override void Calculate() { float tableSize = 0f; // Miss if (useSpellHit) { Miss = Math.Min(1f - tableSize, Math.Max(StatConversion.GetSpellMiss(LevelDif, false) - (StatConversion.GetSpellHitFromRating(StatS.HitRating, Char.Class) + StatS.SpellHit), 0f)); } else { Miss = Math.Min(1f - tableSize, isWhite ? combatFactors.CWmiss : combatFactors.CYmiss); } tableSize += Miss; // Dodge if (!useRangedHit && (isWhite || Abil.CanBeDodged)) { Dodge = Math.Min(1f - tableSize, isMH ? combatFactors.CMHdodge : combatFactors.COhdodge); tableSize += Dodge; } else { Dodge = 0f; } // Parry if (!useRangedHit && (isWhite || Abil.CanBeParried)) { Parry = Math.Min(1f - tableSize, isMH ? combatFactors.CMHparry : combatFactors.COhparry); tableSize += Parry; } else { Parry = 0f; } // Block if (!useRangedHit && (isWhite || Abil.CanBeBlocked)) { Block = Math.Min(1f - tableSize, isMH ? combatFactors.CMHblock : combatFactors.COhblock); tableSize += Block; } else { Block = 0f; } // Glancing Blow if (!useRangedHit && isWhite) { Glance = Math.Min(1f - tableSize, combatFactors.CGlance); tableSize += Glance; } else { Glance = 0f; } // Critical Hit Crit = 0; if (isWhite) { float critValueToUse = (isMH ? combatFactors.CMHwcrit : combatFactors.COhwcrit) + StatConversion.NPC_LEVEL_CRIT_MOD[LevelDif]; foreach (WeightedStat ws in combatFactors.CritProcs) { float modCritChance = Math.Min(1f - tableSize, critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class)); Crit += ws.Chance * modCritChance; } tableSize += Crit; } else if (Abil.CanCrit) { float critValueToUse = StatConversion.NPC_LEVEL_CRIT_MOD[LevelDif] + (isMH ? combatFactors.CMHycrit : combatFactors.COhycrit) + Abil.BonusCritChance; foreach (WeightedStat ws in combatFactors.CritProcs) { float modCritChance = Math.Min(1f - tableSize, (critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class)) * (1f - Dodge - Miss)); Crit += ws.Chance * modCritChance; } tableSize += Crit; } // Normal Hit Hit = Math.Max(0f, 1f - tableSize); base.Calculate(); }
public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { Dictionary <string, string> retVal = new Dictionary <string, string>(); // if (baseStats == null) { baseStats = new StatsMoonkin(); } if (SelectedRotation == null) { SelectedRotation = new RotationData(); } if (BurstRotation == null) { BurstRotation = new RotationData(); } // retVal.Add("Health", baseStats.Health.ToString()); retVal.Add("Mana", baseStats.Mana.ToString()); retVal.Add("Armor", baseStats.Armor.ToString()); retVal.Add("Agility", baseStats.Agility.ToString()); retVal.Add("Stamina", baseStats.Stamina.ToString()); retVal.Add("Intellect", baseStats.Intellect.ToString()); retVal.Add("Spirit", baseStats.Spirit.ToString()); retVal.Add("Spell Power", SpellPower.ToString()); float totalHitDelta = SpellHitCap - SpellHit; retVal.Add("Spell Hit", String.Format("{0:F}%*{1} Hit Rating, {2:F}% Hit From Gear" + (totalHitDelta != 0 ? ", {3} Rating {4}" : ""), 100 * SpellHit, baseStats.HitRating, 100 * StatConversion.GetSpellHitFromRating(baseStats.HitRating), StatConversion.GetRatingFromHit(Math.Abs(totalHitDelta)), totalHitDelta > 0 ? "To Cap" : "Over Cap")); retVal.Add("Spell Crit", String.Format("{0:F}%*{1} Crit Rating, {2:F}% Crit From Gear, {3:F}% Crit From Intellect", 100 * SpellCrit, baseStats.CritRating, 100 * StatConversion.GetSpellCritFromRating(baseStats.CritRating), 100 * StatConversion.GetSpellCritFromIntellect(baseStats.Intellect))); retVal.Add("Spell Haste", String.Format("{0:F}%*{1} Haste Rating, {2:F}% Haste From Gear", 100 * SpellHaste, baseStats.HasteRating, 100 * StatConversion.GetSpellHasteFromRating(baseStats.HasteRating))); retVal.Add("Mastery", String.Format("{0:F}*{1:F} Eclipse %, {2} Rating", Mastery, Mastery * 2.0f, baseStats.MasteryRating)); retVal.Add("Mana Regen", String.Format("{0:F0}", ManaRegen * 5.0f)); retVal.Add("Total Score", String.Format("{0:F2}", OverallPoints)); retVal.Add("Selected Rotation", String.Format("*{0}", SelectedRotation.Name)); retVal.Add("Selected DPS", String.Format("{0:F2}", SelectedRotation.SustainedDPS)); retVal.Add("Selected Time To OOM", String.Format(SelectedRotation.TimeToOOM > new TimeSpan(0, 0, 0) ? "{0} m {1} s" : "Not during fight", SelectedRotation.TimeToOOM.Minutes, SelectedRotation.TimeToOOM.Seconds)); retVal.Add("Selected Cycle Length", String.Format("{0:F1} s", SelectedRotation.Duration)); StringBuilder sb = new StringBuilder("*"); float rotationDamage = SelectedRotation.SustainedDPS * SelectedRotation.Duration; sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfire", 100 * SelectedRotation.StarfireAvgHit * SelectedRotation.StarfireCount / rotationDamage, SelectedRotation.StarfireAvgHit * SelectedRotation.StarfireCount, SelectedRotation.StarfireCount)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Moonfire", 100 * (SelectedRotation.MoonfireAvgHit) * SelectedRotation.MoonfireCasts / rotationDamage, (SelectedRotation.MoonfireAvgHit) * SelectedRotation.MoonfireCasts, SelectedRotation.MoonfireCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Insect Swarm", 100 * SelectedRotation.InsectSwarmAvgHit * SelectedRotation.InsectSwarmCasts / rotationDamage, SelectedRotation.InsectSwarmAvgHit * (SelectedRotation.InsectSwarmCasts), SelectedRotation.InsectSwarmCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wrath", 100 * SelectedRotation.WrathAvgHit * SelectedRotation.WrathCount / rotationDamage, SelectedRotation.WrathAvgHit * SelectedRotation.WrathCount, SelectedRotation.WrathCount)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starsurge", 100 * SelectedRotation.StarSurgeAvgHit * SelectedRotation.StarSurgeCount / rotationDamage, SelectedRotation.StarSurgeAvgHit * SelectedRotation.StarSurgeCount, SelectedRotation.StarSurgeCount)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfall", 100 * SelectedRotation.StarfallDamage * SelectedRotation.StarfallCasts / rotationDamage, SelectedRotation.StarfallDamage * SelectedRotation.StarfallCasts, SelectedRotation.StarfallCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wild Mushroom", 100 * SelectedRotation.MushroomDamage * SelectedRotation.MushroomCasts / rotationDamage, SelectedRotation.MushroomDamage * SelectedRotation.MushroomCasts, SelectedRotation.MushroomCasts)); retVal.Add("Selected Spell Breakdown", sb.ToString()); retVal.Add("Burst Rotation", String.Format("*{0}", BurstRotation.Name)); retVal.Add("Burst DPS", String.Format("{0:F2}", BurstRotation.BurstDPS)); retVal.Add("Burst Time To OOM", String.Format(BurstRotation.TimeToOOM > new TimeSpan(0, 0, 0) ? "{0} m {1} s" : "Not during fight", BurstRotation.TimeToOOM.Minutes, BurstRotation.TimeToOOM.Seconds)); retVal.Add("Burst Cycle Length", String.Format("{0:F1} s", BurstRotation.Duration)); sb = new StringBuilder("*"); rotationDamage = BurstRotation.BurstDPS * BurstRotation.Duration; sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfire", 100 * BurstRotation.StarfireAvgHit * BurstRotation.StarfireCount / rotationDamage, BurstRotation.StarfireAvgHit * BurstRotation.StarfireCount, BurstRotation.StarfireCount)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Moonfire", 100 * (BurstRotation.MoonfireAvgHit) * BurstRotation.MoonfireCasts / rotationDamage, (BurstRotation.MoonfireAvgHit) * BurstRotation.MoonfireCasts, BurstRotation.MoonfireCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Insect Swarm", 100 * BurstRotation.InsectSwarmAvgHit * BurstRotation.InsectSwarmCasts / rotationDamage, BurstRotation.InsectSwarmAvgHit * (BurstRotation.InsectSwarmCasts), BurstRotation.InsectSwarmCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wrath", 100 * BurstRotation.WrathAvgHit * BurstRotation.WrathCount / rotationDamage, BurstRotation.WrathAvgHit * BurstRotation.WrathCount, BurstRotation.WrathCount)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starsurge", 100 * BurstRotation.StarSurgeAvgHit * BurstRotation.StarSurgeCount / rotationDamage, BurstRotation.StarSurgeAvgHit * BurstRotation.StarSurgeCount, BurstRotation.StarSurgeCount)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfall", 100 * BurstRotation.StarfallDamage * BurstRotation.StarfallCasts / rotationDamage, BurstRotation.StarfallDamage * BurstRotation.StarfallCasts, BurstRotation.StarfallCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wild Mushroom", 100 * BurstRotation.MushroomDamage * BurstRotation.MushroomCasts / rotationDamage, BurstRotation.MushroomDamage * BurstRotation.MushroomCasts, BurstRotation.MushroomCasts)); retVal.Add("Burst Spell Breakdown", sb.ToString()); retVal.Add("Nature's Grace Uptime", String.Format("{0:F2}%", SelectedRotation.NaturesGraceUptime * 100)); retVal.Add("Solar Eclipse Uptime", String.Format("{0:F2}%", SelectedRotation.SolarUptime * 100)); retVal.Add("Lunar Eclipse Uptime", String.Format("{0:F2}%", SelectedRotation.LunarUptime * 100)); retVal.Add("Starfire", String.Format("{0:F2} dps*{1:F2} s avg\n {2:F2} avg hit\n{3:F0} avg energy", SelectedRotation.StarfireAvgHit / (SelectedRotation.StarfireAvgCast > 0 ? SelectedRotation.StarfireAvgCast : 1f), SelectedRotation.StarfireAvgCast, SelectedRotation.StarfireAvgHit, SelectedRotation.StarfireAvgEnergy)); retVal.Add("Wrath", String.Format("{0:F2} dps*{1:F2} s avg\n {2:F2} avg hit\n{3:F0} avg energy", SelectedRotation.WrathAvgHit / (SelectedRotation.WrathAvgCast > 0 ? SelectedRotation.WrathAvgCast : 1f), SelectedRotation.WrathAvgCast, SelectedRotation.WrathAvgHit, SelectedRotation.WrathAvgEnergy)); retVal.Add("Starsurge", String.Format("{0:F2} dps*{1:F2} s avg\n {2:F2} avg hit\n{3:F0} avg energy", SelectedRotation.StarSurgeAvgHit / (SelectedRotation.StarSurgeAvgCast > 0 ? SelectedRotation.StarSurgeAvgCast : 1f), SelectedRotation.StarSurgeAvgCast, SelectedRotation.StarSurgeAvgHit, SelectedRotation.StarSurgeAvgEnergy)); retVal.Add("Moonfire", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} avg hit", SelectedRotation.MoonfireAvgHit / (SelectedRotation.MoonfireDuration > 0 ? SelectedRotation.MoonfireDuration : 1f), SelectedRotation.MoonfireAvgCast, SelectedRotation.MoonfireAvgHit)); retVal.Add("Insect Swarm", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} avg hit", SelectedRotation.InsectSwarmAvgHit / (SelectedRotation.InsectSwarmDuration > 0 ? SelectedRotation.InsectSwarmDuration : 1f), SelectedRotation.InsectSwarmAvgCast, SelectedRotation.InsectSwarmAvgHit)); retVal.Add("Starfall", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per star", SelectedRotation.StarfallDamage / 10.0f, SelectedRotation.StarfallDamage, SelectedRotation.StarfallDamage / (SelectedRotation.StarfallStars > 0 ? SelectedRotation.StarfallStars : 1f))); retVal.Add("Treants", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per tree", SelectedRotation.TreantDamage / 30.0f, SelectedRotation.TreantDamage, SelectedRotation.TreantDamage / 3.0f)); retVal.Add("Wild Mushroom", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per mushroom", SelectedRotation.MushroomDamage / 10.0f, SelectedRotation.MushroomDamage, SelectedRotation.MushroomDamage / 3f)); return(retVal); }
public void UpdateCalcs(bool firstPass) { // talents callOfThunder = .05f * _talents.CallOfThunder; critMultiplierMelee = 2f * (1 + _stats.BonusCritMultiplier); critMultiplierSpell = (1.5f + .1f * _character.ShamanTalents.ElementalFury) * (1 + _stats.BonusSpellCritMultiplier); // Melee float hitBonus = _stats.PhysicalHit + StatConversion.GetHitFromRating(_stats.HitRating) + 0.02f * _talents.DualWieldSpecialization; expertiseBonusMH = GetDPRfromExp(_stats.Expertise + StatConversion.GetExpertiseFromRating(_stats.ExpertiseRating)); expertiseBonusOH = GetDPRfromExp(_stats.Expertise + StatConversion.GetExpertiseFromRating(_stats.ExpertiseRating)); // Need to modify expertiseBonusMH & OH if Orc and have racial bonus weapons if (_character.Race == CharacterRace.Orc) { ItemType mhType = _character.MainHand == null ? ItemType.None : _character.MainHand.Type; ItemType ohType = _character.OffHand == null ? ItemType.None : _character.OffHand.Type; if (mhType == ItemType.OneHandAxe || mhType == ItemType.FistWeapon) // patch 3.2 includes fists { expertiseBonusMH += 0.0125f; } if (ohType == ItemType.OneHandAxe || ohType == ItemType.FistWeapon) // patch 3.2 includes fists { expertiseBonusOH += 0.0125f; } } float meleeCritModifier = _stats.PhysicalCrit; float baseMeleeCrit = StatConversion.GetCritFromRating(_stats.CritRating) + StatConversion.GetCritFromAgility(_stats.Agility, _character.Class) + .01f * _talents.ThunderingStrikes; chanceDodgeMH = Math.Max(0f, DodgeChanceCap - expertiseBonusMH); chanceDodgeOH = Math.Max(0f, DodgeChanceCap - expertiseBonusOH); float ParryChance = ParryChanceCap - expertiseBonusMH; chanceParryMH = (float)Math.Max(0f, _calcOpts.InBack ? ParryChance * (1f - _calcOpts.InBackPerc / 100f) : ParryChance); ParryChance = ParryChanceCap - expertiseBonusOH; chanceParryOH = (float)Math.Max(0f, _calcOpts.InBack ? ParryChance * (1f - _calcOpts.InBackPerc / 100f) : ParryChance); chanceWhiteMissMH = Math.Max(0f, WhiteHitCap - hitBonus) + chanceDodgeMH + chanceParryMH; chanceWhiteMissOH = Math.Max(0f, WhiteHitCap - hitBonus) + chanceDodgeOH + chanceParryOH; chanceYellowMissMH = Math.Max(0f, YellowHitCap - hitBonus) + chanceDodgeMH + chanceParryMH; // base miss 8% now chanceYellowMissOH = Math.Max(0f, YellowHitCap - hitBonus) + chanceDodgeOH + chanceParryOH; // base miss 8% now // SetCritValues((1 + _stats.BonusCritChance) * (baseMeleeCrit + meleeCritModifier) + .00005f); //fudge factor for rounding SetCritValues(baseMeleeCrit + meleeCritModifier + .00005f); //fudge factor for rounding // set two export values so that ED crit isn't included exportMeleeCritMH = chanceWhiteCritMH + whiteCritDepression; exportMeleeCritOH = chanceWhiteCritOH + whiteCritDepression; // Spells ftBonusCrit = 0f; if (_calcOpts.MainhandImbue == "Flametongue") { ftBonusCrit += _talents.GlyphofFlametongueWeapon ? .02f : 0f; } if (_calcOpts.OffhandImbue == "Flametongue" && _talents.DualWield == 1) { ftBonusCrit += _talents.GlyphofFlametongueWeapon ? .02f : 0f; } float spellCritModifier = _stats.SpellCrit + _stats.SpellCritOnTarget + ftBonusCrit; float hitBonusSpell = _stats.SpellHit + StatConversion.GetSpellHitFromRating(_stats.HitRating); chanceSpellMiss = Math.Max(0f, SpellMissRate - hitBonusSpell); overSpellHitCap = Math.Max(0f, hitBonusSpell - SpellMissRate); float baseSpellCrit = StatConversion.GetSpellCritFromRating(_stats.CritRating) + StatConversion.GetSpellCritFromIntellect(_stats.Intellect) + .01f * _talents.ThunderingStrikes; //chanceSpellCrit = Math.Min(0.75f, (1 + _stats.BonusCritChance) * (baseSpellCrit + spellCritModifier) + .00005f); //fudge factor for rounding chanceSpellCrit = Math.Min(0.75f, baseSpellCrit + spellCritModifier + .00005f); //fudge factor for rounding float hasteBonus = StatConversion.GetHasteFromRating(_stats.HasteRating, _character.Class); unhastedMHSpeed = _character.MainHand == null ? 3.0f : _character.MainHand.Item.Speed; unhastedOHSpeed = _character.OffHand == null ? 3.0f : _character.OffHand.Item.Speed; float baseHastedMHSpeed = unhastedMHSpeed / (1f + hasteBonus) / (1f + _stats.PhysicalHaste); float baseHastedOHSpeed = unhastedOHSpeed / (1f + hasteBonus) / (1f + _stats.PhysicalHaste); float chanceToProcWFPerHit = .2f + (_character.ShamanTalents.GlyphofWindfuryWeapon ? .02f : 0f); //The Swing Loop //This is where we figure out feedback systems -- WF, MW, ED, Flurry, etc. //-------------- flurryUptime = 1f; edUptime = 0f; float stormstrikeSpeed = firstPass ? (_talents.Stormstrike == 1 ? 8f : 0f) : AbilityCooldown(EnhanceAbility.StormStrike); float shockSpeed = firstPass ? BaseShockSpeed : AbilityCooldown(EnhanceAbility.EarthShock); float lavaLashSpeed = firstPass ? (_talents.LavaLash == 1 ? 6f : 0f) : AbilityCooldown(EnhanceAbility.LavaLash); float fireNovaSpeed = firstPass ? BaseFireNovaSpeed : AbilityCooldown(EnhanceAbility.FireNova); if (_calcOpts.PriorityInUse(EnhanceAbility.MagmaTotem)) { fireTotemUptime = firstPass ? 1.0f : 20f / AbilityCooldown(EnhanceAbility.MagmaTotem); } else if (_calcOpts.PriorityInUse(EnhanceAbility.SearingTotem)) { fireTotemUptime = firstPass ? 1.0f : 60f / AbilityCooldown(EnhanceAbility.SearingTotem); } else if (_calcOpts.PriorityInUse(EnhanceAbility.RefreshTotems)) // if no Searing or Magma totem use refresh of Flametongue totem. { fireTotemUptime = firstPass ? 1.0f : 300f / AbilityCooldown(EnhanceAbility.RefreshTotems); } float mwPPM = 2 * _talents.MaelstromWeapon * (1 + _stats.Enhance4T8 * 0.2f); float flurryHasteBonus = .06f * _talents.Flurry + _stats.Enhance4T7; float edCritBonus = .03f * _talents.ElementalDevastation; float staticShockChance = (.02f * _character.ShamanTalents.StaticShock + (_stats.Enhance2T9 == 1f ? 0.03f : 0f)); hitsPerSMHSS = 0f; hitsPerSOHSS = 0f; hitsPerSOH = 0f; hitsPerSMH = 0f; hitsPerSWF = 0f; if (_talents.Stormstrike == 1) { hitsPerSMHSS = (1f - chanceYellowMissMH) / stormstrikeSpeed; hitsPerSOHSS = _character.ShamanTalents.DualWield == 1 ? ((1f - 2 * chanceYellowMissOH) / stormstrikeSpeed) : 0f; //OH only swings if MH connects } hitsPerSLL = lavaLashSpeed == 0 ? 0f : (1f - chanceYellowMissOH) / lavaLashSpeed; float swingsPerSMHMelee = 0f; float swingsPerSOHMelee = 0f; float wfProcsPerSecond = 0f; float mwProcsPerSecond = 0f; secondsToFiveStack = 10f; float averageMeleeCritChance = (chanceWhiteCritMH + chanceWhiteCritOH + chanceYellowCritMH + chanceYellowCritOH) / 4f; float averageMeleeHitChance = ((1f - chanceWhiteMissMH - chanceDodgeMH - chanceParryMH) + (1f - chanceWhiteMissOH - chanceDodgeOH - chanceParryOH)) / 2f; float averageMeleeMissChance = (chanceWhiteMissMH + chanceWhiteMissOH) / 2f; float whiteHitsPerSMH = 0f; float whiteHitsPerSOH = 0f; float moteHitsPerS = 0f; float yellowHitsPerSMH = 0f; float yellowHitsPerSOH = 0f; float flameTongueHitsPerSecond = 0f; for (int i = 0; i < 5; i++) { // float bonusHaste = (1f + (flurryUptime * flurryHasteBonus)); float bonusHaste = 1 / (1 - flurryUptime + flurryUptime / (1 + flurryHasteBonus)); // use time based not proc based flurryUptime hastedMHSpeed = baseHastedMHSpeed / bonusHaste; hastedOHSpeed = baseHastedOHSpeed / bonusHaste; swingsPerSMHMelee = 1f / hastedMHSpeed; swingsPerSOHMelee = (hastedOHSpeed == 0f) ? 0f : 1f / hastedOHSpeed; whiteHitsPerSMH = ChanceWhiteHitMH * swingsPerSMHMelee; whiteHitsPerSOH = ChanceWhiteHitOH * swingsPerSOHMelee; moteHitsPerS = _stats.MoteOfAnger * 2 * AverageWhiteHitChance; // Windfury model if (_calcOpts.MainhandImbue == "Windfury") { float hitsThatProcWFPerS = whiteHitsPerSMH + hitsPerSMHSS; if (_character.ShamanTalents.DualWield == 1) { hitsThatProcWFPerS += moteHitsPerS / 2; // half the hits will be OH and thus won't proc WF } else { hitsThatProcWFPerS += moteHitsPerS; // if no offhand then all motes will be MH weapon by definition } float maxExpectedWFPerFight = hitsThatProcWFPerS * chanceToProcWFPerHit * fightLength; float ineligibleSeconds = maxExpectedWFPerFight * (3.25f - hastedMHSpeed); float expectedWFPerFight = hitsThatProcWFPerS * chanceToProcWFPerHit * (fightLength - ineligibleSeconds); wfProcsPerSecond = expectedWFPerFight / fightLength; hitsPerSWF = 2f * wfProcsPerSecond * (1f - chanceYellowMissMH); } yellowHitsPerSMH = hitsPerSWF + hitsPerSMHSS; yellowHitsPerSOH = hitsPerSOHSS + hitsPerSLL; //Due to attack table, a white swing has the same chance to crit as a yellow hit // Old Flurry calc changed 10 Nov 2009 // couldCritSwingsPerSecond = whiteHitsPerSMH + whiteHitsPerSOH + yellowHitsPerSMH + yellowHitsPerSOH; // float swingsThatConsumeFlurryPerSecond = swingsPerSMHMelee + swingsPerSOHMelee; // flurryUptime = 1f - (float)Math.Pow(1 - averageMeleeCritChance, (3 / swingsThatConsumeFlurryPerSecond) * couldCritSwingsPerSecond); // old formulae flurryUptime = CalculateFlurryUptime(averageMeleeCritChance, averageMeleeHitChance, averageMeleeMissChance); // Maelstrom Weapon time to 5 stacks calc if (_character.ShamanTalents.DualWield == 1 && unhastedOHSpeed != 0f) { hitsPerSMH = whiteHitsPerSMH + yellowHitsPerSMH + moteHitsPerS / 2; hitsPerSOH = whiteHitsPerSOH + yellowHitsPerSOH + moteHitsPerS / 2; mwProcsPerSecond = (mwPPM / (60f / unhastedMHSpeed)) * hitsPerSMH + (mwPPM / (60f / unhastedOHSpeed)) * hitsPerSOH; } else { hitsPerSMH = whiteHitsPerSMH + yellowHitsPerSMH + moteHitsPerS; hitsPerSOH = 0f; mwProcsPerSecond = (mwPPM / (60f / unhastedMHSpeed)) * hitsPerSMH; } secondsToFiveStack = 5f / mwProcsPerSecond; // Elemental Devastation Uptime calc staticShocksPerSecond = (hitsPerSMH + hitsPerSOH) * staticShockChance; flameTongueHitsPerSecond = (_calcOpts.MainhandImbue == "Flametongue" ? HitsPerSMH : 0f) + ((_calcOpts.OffhandImbue == "Flametongue" && _talents.DualWield == 1) ? HitsPerSOH : 0f); spellAttacksPerSec = (1f / secondsToFiveStack + 1f / shockSpeed + 1f / fireNovaSpeed + staticShocksPerSecond) // + flameTongueHitsPerSecond) * (1f - chanceSpellMiss); float couldCritSpellsPerS = spellAttacksPerSec - staticShocksPerSecond; // LS procs from Static Shock cannot crit edUptime = 1f - (float)Math.Pow(1 - chanceSpellCrit, 10 * couldCritSpellsPerS); averageMeleeCritChance = (chanceWhiteCritMH + chanceWhiteCritOH + chanceYellowCritMH + chanceYellowCritOH) / 4f + edUptime * edCritBonus; } float yellowAttacksPerSecond = hitsPerSWF + hitsPerSMHSS; if (_character.ShamanTalents.DualWield == 1 && unhastedMHSpeed != 0) { yellowAttacksPerSecond += hitsPerSOHSS; } // set output variables edBonusCrit = edUptime * edCritBonus; //SetCritValues((1 + _stats.BonusCritChance) * (baseMeleeCrit + meleeCritModifier) + edBonusCrit + .00005f); //fudge factor for rounding SetCritValues(baseMeleeCrit + meleeCritModifier + edBonusCrit + .00005f); //fudge factor for rounding meleeAttacksPerSec = hitsPerSMH + hitsPerSOH; meleeCritsPerSec = (whiteHitsPerSMH * chanceWhiteCritMH) + (whiteHitsPerSOH * chanceWhiteCritOH) + (yellowHitsPerSMH * chanceYellowCritMH) + (yellowHitsPerSOH * chanceYellowCritOH) + (_stats.MoteOfAnger * 2 * AverageWhiteCritChance); spellCritsPerSec = spellAttacksPerSec * ChanceSpellCrit; spellCastsPerSec = spellAttacksPerSec; spellMissesPerSec = spellAttacksPerSec * chanceSpellMiss; chanceMeleeHit = meleeAttacksPerSec / (swingsPerSMHMelee + swingsPerSOHMelee + 2f * wfProcsPerSecond + .25f + 1f / 6f); maxMana = _stats.Mana; float spellhaste = _stats.SpellHaste + StatConversion.GetSpellHasteFromRating(_stats.HasteRating); averageFSDotTime = 18f / (1f + spellhaste); }
/// <summary> /// Builds a dictionary containing the values to display for each of the calculations defined in /// CharacterDisplayCalculationLabels. The key should be the Label of each display calculation, /// and the value should be the value to display, optionally appended with '*' followed by any /// string you'd like displayed as a tooltip on the value. /// </summary> /// <returns>A Dictionary<string, string> containing the values to display for each of the /// calculations defined in CharacterDisplayCalculationLabels.</returns> public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { Dictionary <string, string> dictValues = new Dictionary <string, string>(); #region Simulation stats dictValues.Add("Rotation", String.Format("{0}*{1}", Name, Abilities)); dictValues.Add("Warlock DPS", String.Format("{0:0}", DpsPoints)); dictValues.Add("Pet DPS", String.Format("{0:0}", PetDPSPoints)); dictValues.Add("Total DPS", String.Format("{0:0}", OverallPoints)); dictValues.Add("Damage Done", String.Format("{0:0}", OverallDamage)); dictValues.Add("Mana Used", String.Format("{0:0}", TotalManaCost)); #endregion #region HP/Mana stats dictValues.Add("Health", String.Format("{0:0}", TotalStats.Health)); dictValues.Add("Mana", String.Format("{0:0}", TotalStats.Mana)); #endregion #region Base stats dictValues.Add("Strength", String.Format("{0}", TotalStats.Strength)); dictValues.Add("Agility", String.Format("{0}", TotalStats.Agility)); dictValues.Add("Stamina", String.Format("{0}", TotalStats.Stamina)); dictValues.Add("Intellect", String.Format("{0}", TotalStats.Intellect)); dictValues.Add("Spirit", String.Format("{0}", TotalStats.Spirit)); dictValues.Add("Armor", String.Format("{0}", TotalStats.Armor)); #endregion #region Pet stats Minion minion = MinionFactory.CreateMinion(Options.Pet, Character, TotalStats); if (minion != null) { dictValues.Add("Pet Strength", String.Format("{0}", minion.Strength())); dictValues.Add("Pet Agility", String.Format("{0}", minion.Agility())); dictValues.Add("Pet Stamina", String.Format("{0:0}", minion.Stamina())); dictValues.Add("Pet Intellect", String.Format("{0:0}", minion.Intellect())); dictValues.Add("Pet Spirit", String.Format("{0}", minion.Spirit())); dictValues.Add("Pet Armor", String.Format("{0}", minion.Armor())); } #endregion #region Spell stats //pet scaling consts: http://www.wowwiki.com/Warlock_minions const float petInheritedAttackPowerPercentage = 0.57f; const float petInheritedSpellPowerPercentage = 0.15f; dictValues.Add("Bonus Damage", String.Format("{0}*Shadow Damage\t{1}\r\nFire Damage\t{2}\r\n\r\nYour Fire Damage increases your pet's Attack Power by {3} and Spell Damage by {4}.", TotalStats.SpellPower, TotalStats.SpellPower + TotalStats.SpellShadowDamageRating, TotalStats.SpellPower + TotalStats.SpellFireDamageRating, Math.Round((TotalStats.SpellPower + TotalStats.SpellFireDamageRating) * petInheritedAttackPowerPercentage, 0), Math.Round((TotalStats.SpellPower + TotalStats.SpellFireDamageRating) * petInheritedSpellPowerPercentage, 0) )); #region Hit / Miss chance //float bonusHit = TotalStats.SpellHit; float onePercentOfHitRating = (1 / StatConversion.GetSpellHitFromRating(1)); float hitFromRating = StatConversion.GetSpellHitFromRating(TotalStats.HitRating); float hitFromTalents = (Character.WarlockTalents.Suppression * 0.01f); float hitFromBuffs = (TotalStats.SpellHit - hitFromRating - hitFromTalents); float targetHit = (Options.TargetHit / 100f); float totalHit = (targetHit + TotalStats.SpellHit); float missChance = (totalHit > 1 ? 0 : (1 - totalHit)); //calculate the amount of hit rating that is over or under the cap float hitDelta = (totalHit > 1) ? (float)Math.Floor((totalHit - 1) * onePercentOfHitRating) : (float)Math.Ceiling((1 - totalHit) * onePercentOfHitRating); //now we can calculate the hitcap value float hitCap = (totalHit > 1) ? TotalStats.HitRating - hitDelta : TotalStats.HitRating + hitDelta; dictValues.Add("Hit Rating", String.Format("{0}*{1:0.00%} Hit Chance (max 100%) | {2:0.00%} Miss Chance \r\n\r\n" + "{3:0.00%}\t Base Hit Chance on a Level {4:0} target\r\n" + "{5:0.00%}\t from {6:0} Hit Rating [gear, food and/or flasks]\r\n" + "{7:0.00%}\t from Talent: Suppression\r\n" + "{8:0.00%}\t from Buffs: Racial and/or Spell Hit Chance Taken\r\n\r\n" + "{9}\r\n\r\n" + "Hit Rating caps:\r\n" + "446 - hard cap (no hit from talents, gear or buffs)\r\n" + "420 - Heroic Presence\r\n" + "368 - Suppression\r\n" + "342 - Suppression and Heroic Presence\r\n" + "289 - Suppression, Improved Faerie Fire / Misery\r\n" + "263 - Suppression, Improved Faerie Fire / Misery and Heroic Presence", TotalStats.HitRating, totalHit, missChance, targetHit, Options.TargetLevel, hitFromRating, TotalStats.HitRating, hitFromTalents, hitFromBuffs, String.Format("You are {0} hit rating {1} the {2} cap.", hitDelta, ((totalHit > 1) ? "above" : "below"), hitCap) )); dictValues.Add("Miss chance", String.Format("{0:0.00%}", missChance)); #endregion #region Crit % Stats statsBase = BaseStats.GetBaseStats(Character); float critFromRating = StatConversion.GetSpellCritFromRating(TotalStats.CritRating); float critFromIntellect = StatConversion.GetSpellCritFromIntellect(TotalStats.Intellect); float critFromBuffs = TotalStats.SpellCrit - statsBase.SpellCrit - critFromRating - critFromIntellect - (Character.WarlockTalents.DemonicTactics * 0.02f) - (Character.WarlockTalents.Backlash * 0.01f); dictValues.Add("Crit Chance", String.Format("{0:0.00%}*" + "{1:0.00%}\tfrom {2:0} Spell Crit rating\r\n" + "{3:0.00%}\tfrom {4:0} Intellect\r\n" + "{5:0.000%}\tfrom Warlock Class Bonus\r\n" + "{6:0%}\tfrom Talent: Demonic Tactics\r\n" + "{7:0%}\tfrom Talent: Backlash\r\n" + "{8:0%}\tfrom Buffs", TotalStats.SpellCrit, critFromRating, TotalStats.CritRating, critFromIntellect, TotalStats.Intellect, statsBase.SpellCrit, (Character.WarlockTalents.DemonicTactics * 0.02f), (Character.WarlockTalents.Backlash * 0.01f), critFromBuffs )); #endregion dictValues.Add("Haste Rating", String.Format("{0}%*{1}%\tfrom {2} Haste rating\r\n{3}%\tfrom Buffs\r\n{4}s\tGlobal Cooldown", (TotalStats.SpellHaste * 100f).ToString("0.00"), (StatConversion.GetSpellHasteFromRating(TotalStats.HasteRating) * 100f).ToString("0.00"), TotalStats.HasteRating, (TotalStats.SpellHaste * 100f - StatConversion.GetSpellHasteFromRating(TotalStats.HasteRating) * 100f).ToString("0.00"), Math.Max(1.0f, 1.5f / (1 + TotalStats.SpellHaste)).ToString("0.00"))); dictValues.Add("Mana Regen", String.Format("{0}*{0} mana regenerated every 5 seconds while not casting\r\n{1} mana regenerated every 5 seconds while casting", GetManaRegenOutOfCombat(), GetManaRegenInCombat())); #endregion #region Shadow school dictValues.Add("Shadow Bolt", new ShadowBolt(TotalStats, Character, Options).ToString()); if (Character.WarlockTalents.Haunt > 0) { dictValues.Add("Haunt", new Haunt(TotalStats, Character, Options).ToString()); } else { dictValues.Add("Haunt", "- *Required talent not available"); } dictValues.Add("Corruption", new Corruption(TotalStats, Character, Options).ToString()); dictValues.Add("Curse of Agony", new CurseOfAgony(TotalStats, Character, Options).ToString()); dictValues.Add("Curse of Doom", new CurseOfDoom(TotalStats, Character, Options).ToString()); if (Character.WarlockTalents.UnstableAffliction > 0) { dictValues.Add("Unstable Affliction", new UnstableAffliction(TotalStats, Character, Options).ToString()); } else { dictValues.Add("Unstable Affliction", "- *Required talent not available"); } dictValues.Add("Death Coil", new DeathCoil(TotalStats, Character, Options).ToString()); dictValues.Add("Drain Life", new DrainLife(TotalStats, Character, Options).ToString()); dictValues.Add("Drain Soul", new DrainSoul(TotalStats, Character, Options).ToString()); dictValues.Add("Seed of Corruption", new SeedOfCorruption(TotalStats, Character, Options).ToString()); dictValues.Add("Shadowflame", new Shadowflame(TotalStats, Character, Options).ToString()); if (Character.WarlockTalents.Shadowburn > 0) { dictValues.Add("Shadowburn", new Shadowburn(TotalStats, Character, Options).ToString()); } else { dictValues.Add("Shadowburn", "- *Required talent not available"); } if (Character.WarlockTalents.Shadowfury > 0) { dictValues.Add("Shadowfury", new Shadowfury(TotalStats, Character, Options).ToString()); } else { dictValues.Add("Shadowfury", "- *Required talent not available"); } dictValues.Add("Life Tap", new LifeTap(TotalStats, Character, Options).ToString()); if (Character.WarlockTalents.DarkPact > 0) { dictValues.Add("Dark Pact", new DarkPact(TotalStats, Character, Options).ToString()); } else { dictValues.Add("Dark Pact", "- *Required talent not available"); } #endregion #region Fire school dictValues.Add("Incinerate", new Incinerate(TotalStats, Character, Options).ToString()); dictValues.Add("Immolate", new Immolate(TotalStats, Character, Options).ToString()); if (Character.WarlockTalents.Conflagrate > 0) { dictValues.Add("Conflagrate", new Conflagrate(TotalStats, Character, Options).ToString()); } else { dictValues.Add("Conflagrate", "- *Required talent not available"); } if (Character.WarlockTalents.ChaosBolt > 0) { dictValues.Add("Chaos Bolt", new ChaosBolt(TotalStats, Character, Options).ToString()); } else { dictValues.Add("Chaos Bolt", "- *Required talent not available"); } dictValues.Add("Rain of Fire", new RainOfFire(TotalStats, Character, Options).ToString()); dictValues.Add("Hellfire", new Hellfire(TotalStats, Character, Options).ToString()); if (Character.WarlockTalents.Metamorphosis > 0) { dictValues.Add("Immolation Aura", new ImmolationAura(TotalStats, Character, Options).ToString()); } else { dictValues.Add("Immolation Aura", "- *Required talent not available"); } dictValues.Add("Searing Pain", new SearingPain(TotalStats, Character, Options).ToString()); dictValues.Add("Soul Fire", new SoulFire(TotalStats, Character, Options).ToString()); #endregion return(dictValues); }
public void CritsAndResists() { #region Crits, Resists { // Attack Rolltable (DW): // 27.0% miss (8.0% with 2H) // 6.5% dodge // 24.0% glancing (75% hit-dmg) // xx.x% crit // remaining = hit float targetArmor = calcOpts.BossArmor, totalArP = stats.ArmorPenetration; float arpBuffs = talents.BloodGorged * 2f / 100; physicalMitigation = 1f - StatConversion.GetArmorDamageReduction(character.Level, targetArmor, stats.ArmorPenetration, arpBuffs, stats.ArmorPenetrationRating); calcs.EnemyMitigation = 1f - physicalMitigation; calcs.EffectiveArmor = physicalMitigation; // Crit: Base .65% physCrits = .0065f; physCrits += StatConversion.GetPhysicalCritFromRating(stats.CritRating); physCrits += StatConversion.GetPhysicalCritFromAgility(stats.Agility, CharacterClass.DeathKnight); physCrits += .01f * (float)(talents.DarkConviction + talents.EbonPlaguebringer + talents.Annihilation); physCrits += stats.PhysicalCrit; calcs.CritChance = physCrits; float chanceAvoided = 0.335f; float chanceDodged = StatConversion.WHITE_DODGE_CHANCE_CAP[calcOpts.TargetLevel - 80]; calcs.DodgedMHAttacks = MH.chanceDodged; calcs.DodgedOHAttacks = OH.chanceDodged; if (character.MainHand != null) { chanceDodged = MH.chanceDodged; } if (character.OffHand != null) { if (DW) { chanceDodged += OH.chanceDodged; chanceDodged /= 2; } else if (character.MainHand == null) { chanceDodged = OH.chanceDodged; } } calcs.DodgedAttacks = chanceDodged; // Process White hits: float chanceMiss = DW ? StatConversion.WHITE_MISS_CHANCE_CAP_DW[calcOpts.TargetLevel - 80] : StatConversion.WHITE_MISS_CHANCE_CAP[calcOpts.TargetLevel - 80]; chanceMiss -= StatConversion.GetPhysicalHitFromRating(stats.HitRating); chanceMiss -= hitBonus; chanceMiss -= stats.PhysicalHit; // Cap the Miss rate at 0% chanceMiss = Math.Max(chanceMiss, 0f); calcs.MissedAttacks = chanceMiss; whiteMiss = chanceMiss; chanceAvoided = chanceDodged + chanceMiss; calcs.AvoidedAttacks = chanceDodged + chanceMiss; // Process Yellow hits chanceMiss = StatConversion.YELLOW_MISS_CHANCE_CAP[calcOpts.TargetLevel - 80]; chanceMiss -= StatConversion.GetPhysicalHitFromRating(stats.HitRating); chanceMiss -= hitBonus; chanceMiss -= stats.PhysicalHit; chanceMiss = Math.Max(chanceMiss, 0f); chanceDodged = MH.chanceDodged; missedSpecial = chanceMiss; dodgedSpecial = chanceDodged; // calcs.MissedAttacks = chanceMiss spellCrits = 0f; spellCrits += StatConversion.GetSpellCritFromRating(stats.CritRating); spellCrits += stats.SpellCrit + stats.SpellCritOnTarget; spellCrits += .01f * (float)(talents.DarkConviction + talents.EbonPlaguebringer); calcs.SpellCritChance = spellCrits; // Resists: Base 17% spellResist = .17f; spellResist -= StatConversion.GetSpellHitFromRating(stats.HitRating); spellResist -= .01f * talents.Virulence; spellResist -= stats.SpellHit; if (spellResist < 0f) { spellResist = 0f; } // Total physical misses totalMHMiss = calcs.DodgedMHAttacks + whiteMiss; totalOHMiss = calcs.DodgedOHAttacks + whiteMiss; double spellGCD = (calcOpts.rotation.presence == CalculationOptionsDPSDK.Presence.Blood ? 1.5d / ((1 + (StatConversion.GetHasteFromRating(stats.HasteRating, CharacterClass.DeathKnight))) * (1d + stats.SpellHaste)) < 1d ? 1d : 1.5d / ((1 + (StatConversion.GetHasteFromRating(stats.HasteRating, CharacterClass.DeathKnight))) * (1d + stats.SpellHaste)): 1d); double physicalGCD = (calcOpts.rotation.presence == CalculationOptionsDPSDK.Presence.Blood ? 1.5d : 1d); float minDuration = totalMeleeAbilities * (float)physicalGCD + totalSpellAbilities * (float)spellGCD; realDuration = (float)Math.Max(minDuration, calcOpts.rotation.CurRotationDuration); float dodgeMissPerRotation = (float)(totalMeleeAbilities - calcOpts.rotation.FrostStrike); chanceAvoided = chanceDodged + chanceMiss; double GChanceAvoided = (1 / (1 - chanceAvoided)) - 1; double GSpellResist = (1 / (1 - spellResist)) - 1; double ProbableGCDLossPerRotation = dodgeMissPerRotation * physicalGCD * GChanceAvoided + (calcOpts.rotation.IcyTouch + calcOpts.rotation.Pestilence) * spellGCD * GSpellResist; realDuration += (float)(((minDuration + ProbableGCDLossPerRotation) / realDuration < 1 ? (minDuration + ProbableGCDLossPerRotation) / realDuration : 1) * ProbableGCDLossPerRotation); // This last line is a bit hackish, but basically the extra GCD is more inconvenient the closer we are to having a GCD-capped rotation; once we're GCD-capped, they cost the full value. } #endregion }
public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { float critRating = BasicStats.CritRating; float hitRating = BasicStats.HitRating; float armorPenetrationRating = BasicStats.ArmorPenetrationRating; float attackPower = BasicStats.AttackPower; if (ActiveBuffs.Contains(Buff.GetBuffByName("Improved Hunter's Mark"))) { attackPower -= 110f * (1f + BasicStats.BonusAttackPowerMultiplier); } Dictionary <string, string> dictValues = new Dictionary <string, string>(); dictValues.Add("Health", BasicStats.Health.ToString("N0")); dictValues.Add("Strength", BasicStats.Strength.ToString("N0")); dictValues.Add("Agility", string.Format("{0:0}*Provides {1:P} crit chance", BasicStats.Agility, StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.DeathKnight))); dictValues.Add("Attack Power", attackPower.ToString("N0")); dictValues.Add("Crit Rating", string.Format("{0:0}*Provides {1:P} crit chance", critRating, StatConversion.GetCritFromRating(critRating, CharacterClass.DeathKnight))); dictValues.Add("Hit Rating", string.Format("{0:0}*Negates {1:P} melee miss / {2:P} spell miss", hitRating, StatConversion.GetPhysicalHitFromRating(hitRating, CharacterClass.DeathKnight), StatConversion.GetSpellHitFromRating(hitRating, CharacterClass.DeathKnight))); dictValues.Add("Expertise", string.Format("{0:0.00} / {1:0.00}*Negates {2:P} / {3:P} dodge chance", MHExpertise, OHExpertise, StatConversion.GetDodgeParryReducFromExpertise(MHExpertise), StatConversion.GetDodgeParryReducFromExpertise(OHExpertise))); dictValues.Add("Haste Rating", string.Format("{0:0}*Increases attack speed by {1:P}", BasicStats.HasteRating, StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.DeathKnight))); dictValues.Add("Armor Penetration Rating", armorPenetrationRating.ToString("N0")); dictValues.Add("Armor", BasicStats.Armor.ToString("N0")); dictValues.Add("Resilience", BasicStats.Resilience.ToString("F0")); dictValues.Add("Weapon Damage", MHWeaponDamage.ToString("N2") + " / " + OHWeaponDamage.ToString("N2")); dictValues.Add("Attack Speed", MHAttackSpeed.ToString("N2") + " / " + OHAttackSpeed.ToString("N2")); dictValues.Add("Crit Chance", string.Format("{0:P}", CritChance)); dictValues.Add("Avoided Attacks", string.Format("{0:P}*{1:P} Dodged, {2:P} Missed", AvoidedAttacks, DodgedAttacks, MissedAttacks)); dictValues.Add("Enemy Mitigation", string.Format("{0:P}*{1:0} effective enemy armor", EnemyMitigation, EffectiveArmor)); dictValues.Add("BCB", string.Format("{0:N2}*{1:P}", BCBDPS, (float)BCBDPS / DPSPoints)); dictValues.Add("Blood Plague", string.Format("{0:N2}*{1:P}", BloodPlagueDPS, (float)BloodPlagueDPS / DPSPoints)); dictValues.Add("Blood Strike", string.Format("{0:N2}*{1:P}", BloodStrikeDPS, (float)BloodStrikeDPS / DPSPoints)); dictValues.Add("Death Coil", string.Format("{0:N2}*{1:P}", DeathCoilDPS, (float)DeathCoilDPS / DPSPoints)); dictValues.Add("DRW", string.Format("{0:N2}*{1:P}, wait for " + DRWStats + " proc", DRWDPS, (float)DRWDPS / DPSPoints)); dictValues.Add("Frost Fever", string.Format("{0:N2}*{1:P}", FrostFeverDPS, (float)FrostFeverDPS / DPSPoints)); dictValues.Add("Frost Strike", string.Format("{0:N2}*{1:P}", FrostStrikeDPS, (float)FrostStrikeDPS / DPSPoints)); dictValues.Add("Gargoyle", string.Format("{0:N2}*{1:P}", GargoyleDPS, (float)GargoyleDPS / DPSPoints)); dictValues.Add("Heart Strike", string.Format("{0:N2}*{1:P}", HeartStrikeDPS, (float)HeartStrikeDPS / DPSPoints)); dictValues.Add("Howling Blast", string.Format("{0:N2}*{1:P}", HowlingBlastDPS, (float)HowlingBlastDPS / DPSPoints)); dictValues.Add("Icy Touch", string.Format("{0:N2}*{1:P}", IcyTouchDPS, (float)IcyTouchDPS / DPSPoints)); dictValues.Add("Necrosis", string.Format("{0:N2}*{1:P}", NecrosisDPS, (float)NecrosisDPS / DPSPoints)); dictValues.Add("Obliterate", string.Format("{0:N2}*{1:P}", ObliterateDPS, (float)ObliterateDPS / DPSPoints)); dictValues.Add("Death Strike", string.Format("{0:N2}*{1:P}", DeathStrikeDPS, (float)DeathStrikeDPS / DPSPoints)); dictValues.Add("Plague Strike", string.Format("{0:N2}*{1:P}", PlagueStrikeDPS, (float)PlagueStrikeDPS / DPSPoints)); dictValues.Add("Scourge Strike", string.Format("{0:N2}*{1:P}", ScourgeStrikeDPS, (float)ScourgeStrikeDPS / DPSPoints)); dictValues.Add("Unholy Blight", string.Format("{0:N2}*{1:P}", UnholyBlightDPS, (float)UnholyBlightDPS / DPSPoints)); dictValues.Add("Wandering Plague", string.Format("{0:N2}*{1:P}", WanderingPlagueDPS, (float)WanderingPlagueDPS / DPSPoints)); dictValues.Add("White", string.Format("{0:N2}*{1:P}", WhiteDPS, (float)WhiteDPS / DPSPoints)); dictValues.Add("Ghoul", string.Format("{0:N2}*{1:P}", GhoulDPS, (float)GhoulDPS / DPSPoints)); dictValues.Add("Bloodworms", string.Format("{0:N2}*{1:P}", BloodwormsDPS, (float)BloodwormsDPS / DPSPoints)); dictValues.Add("Other", string.Format("{0:N2}*{1:P}", OtherDPS, (float)OtherDPS / DPSPoints)); dictValues.Add("Total DPS", DPSPoints.ToString("N2")); return(dictValues); }
public override Stats GetCharacterStats(Character character, Item additionalItem) { PriestTalents talents = character.PriestTalents; Stats statsTotal = new Stats(); Stats baseStats = BaseStats.GetBaseStats(character.Level, character.Class, character.Race); Stats itemStats = GetItemStats(character, additionalItem); Stats buffStats = GetBuffsStats(character, _calculationOptions); // Get the gear/enchants/buffs stats loaded in statsTotal.Accumulate(baseStats); statsTotal.Accumulate(itemStats); statsTotal.Accumulate(buffStats); Stats statsTalents = new Stats() { // we can only wear items that are cloth so we always have our specialization, even naked. BonusIntellectMultiplier = 0.05f, BonusShadowDamageMultiplier = (1 + 0.02f * talents.TwinDisciplines) * (1 + 0.02f * talents.TwistedFaith) * (1 + 0.15f * talents.Shadowform) - 1, BonusHolyDamageMultiplier = (1 + 0.02f * talents.TwinDisciplines) - 1, // this is the shadow priest model so they must have 'Shadow Power' BonusSpellPowerMultiplier = .15f, }; statsTotal.Accumulate(statsTalents); statsTotal.Stamina = (float)Math.Floor(statsTotal.Stamina * (1 + statsTotal.BonusStaminaMultiplier)); statsTotal.Intellect += (float)Math.Floor(itemStats.Intellect * statsTotal.BonusIntellectMultiplier); statsTotal.Spirit = (float)Math.Round(statsTotal.Spirit * (1 + statsTotal.BonusSpiritMultiplier)); statsTotal.Health += (float)Math.Floor(StatConversion.GetHealthFromStamina(statsTotal.Stamina) * (1f + statsTotal.BonusHealthMultiplier)); statsTotal.Mana = (float)Math.Round(statsTotal.Mana + StatConversion.GetManaFromIntellect(statsTotal.Intellect)); statsTotal.Mana = (float)Math.Round(statsTotal.Mana * (1f + statsTotal.BonusManaMultiplier)); statsTotal.SpellPower += statsTotal.Intellect - 10; float hasteFromRating = StatConversion.GetSpellHasteFromRating(statsTotal.HasteRating); float talentedHaste = (1 + hasteFromRating) * (1 + talents.Darkness * .01f) - 1; statsTotal.SpellHaste += character.Race == CharacterRace.Goblin ? talentedHaste * 1.01f : talentedHaste; float baseBonus = (float)Math.Floor(baseStats.Spirit * statsTotal.BonusSpiritMultiplier); float itemBonus = (float)Math.Floor(itemStats.Spirit * statsTotal.BonusSpiritMultiplier); float spiritFromItemsAndEffects = baseBonus + itemBonus + itemStats.Spirit; float hitRatingFromSpirit = (0.5f * talents.TwistedFaith) * Math.Max(0f, spiritFromItemsAndEffects); statsTotal.HitRating += hitRatingFromSpirit; statsTotal.SpellHit += StatConversion.GetSpellHitFromRating(statsTotal.HitRating); // ignoring the base crit percentage here as the in-game tooltip says that the int -> crit conversion contains the base. float critFromInt = StatConversion.GetSpellCritFromIntellect(statsTotal.Intellect) + 0.012375f; float critFromRating = StatConversion.GetSpellCritFromRating(statsTotal.CritRating); statsTotal.SpellCrit = character.Race == CharacterRace.Worgen ? (critFromInt + critFromRating) + .01f : (critFromInt + critFromRating); // Armor statsTotal.Armor = statsTotal.Armor * (1f + statsTotal.BaseArmorMultiplier); statsTotal.BonusArmor = statsTotal.BonusArmor * (1f + statsTotal.BonusArmorMultiplier); statsTotal.Armor += statsTotal.BonusArmor; statsTotal.Armor = (float)Math.Round(statsTotal.Armor); return(statsTotal); }
protected override void Calculate() { float tableSize = 0f; // Miss if (useSpellHit) { Miss = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.GetSpellMiss(-LevelDelta, false) - StatS.SpellHit - StatConversion.GetSpellHitFromRating(StatS.HitRating))); } else { Miss = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.YELLOW_MISS_CHANCE_CAP[LevelDelta] - StatS.PhysicalHit - StatConversion.GetSpellHitFromRating(StatS.HitRating))); } tableSize += Miss; // Dodge if (!useSpellHit) { Dodge = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.YELLOW_DODGE_CHANCE_CAP[LevelDelta] - StatConversion.GetDodgeParryReducFromExpertise( StatConversion.GetExpertiseFromRating(StatS.ExpertiseRating, Char.Class), Char.Class)) ); tableSize += Dodge; } else { Dodge = 0f; } // Parry if (!useSpellHit) { Parry = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.YELLOW_PARRY_CHANCE_CAP[LevelDelta] - StatConversion.GetDodgeParryReducFromExpertise( StatConversion.GetExpertiseFromRating(StatS.ExpertiseRating, Char.Class), Char.Class)) ); tableSize += Parry; } else { Parry = 0f; } // Block //if (isWhite || Abil.CanBeBlocked) { //Block = Math.Min(1f - tableSize, isMH ? combatFactors._c_mhblock : combatFactors._c_ohblock); //tableSize += Block; //} else { Block = 0f; } // Glancing Blow //if (isWhite) { //Glance = Math.Min(1f - tableSize, combatFactors._c_glance); //tableSize += Glance; //} else { Glance = 0f; } // Critical Hit Crit = 0; /*if (isWhite) { * float critValueToUse = (isMH ? combatFactors._c_mhwcrit : combatFactors._c_ohwcrit); * foreach (WeightedStat ws in combatFactors.critProcs) * { * float modCritChance = Math.Min(1f - tableSize, critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class)) + StatConversion.NPC_LEVEL_CRIT_MOD[calcOpts.TargetLevel - Char.Level]; + Crit += ws.Chance * modCritChance; + } + tableSize += Crit; + } else if (Abil.CanCrit) {*/ float critValueToUse = StatConversion.NPC_LEVEL_CRIT_MOD[LevelDelta] + (useSpellHit ? StatS.SpellCrit : StatS.PhysicalCrit); foreach (WeightedStat ws in critProcs) { float modCritChance = Math.Min(1f - tableSize, (critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class)) * (1f - Dodge - Miss)); Crit += ws.Chance * modCritChance; } if (Crit < 0) { Crit = 0f; } tableSize += Crit; //} // Normal Hit Hit = Math.Max(0f, 1f - tableSize); base.Calculate(); }
public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { Dictionary <string, string> retVal = new Dictionary <string, string>(); retVal.Add("Health", baseStats.Health.ToString()); retVal.Add("Mana", baseStats.Mana.ToString()); retVal.Add("Armor", baseStats.Armor.ToString()); retVal.Add("Agility", baseStats.Agility.ToString()); retVal.Add("Stamina", baseStats.Stamina.ToString()); retVal.Add("Intellect", baseStats.Intellect.ToString()); retVal.Add("Spirit", baseStats.Spirit.ToString()); retVal.Add("Spell Power", SpellPower.ToString()); retVal.Add("Spell Hit", String.Format("{0:F}%*{1} Hit Rating, {2:F}% Hit From Gear, {3} Rating To Cap", 100 * SpellHit, baseStats.HitRating, 100 * StatConversion.GetSpellHitFromRating(baseStats.HitRating), StatConversion.GetRatingFromHit(Math.Max(0, 0.17f - SpellHit)))); retVal.Add("Spell Crit", String.Format("{0:F}%*{1} Crit Rating, {2:F}% Crit From Gear, {3:F}% Crit From Intellect", 100 * SpellCrit, baseStats.CritRating, 100 * StatConversion.GetSpellCritFromRating(baseStats.CritRating), 100 * StatConversion.GetSpellCritFromIntellect(baseStats.Intellect))); retVal.Add("Spell Haste", String.Format("{0:F}%*{1} Haste Rating, {2:F}% Haste From Gear", 100 * SpellHaste, baseStats.HasteRating, 100 * StatConversion.GetSpellHasteFromRating(baseStats.HasteRating))); retVal.Add("MP5 Not Casting", String.Format("{0:F0}", ManaRegen * 5.0f)); retVal.Add("MP5 While Casting", String.Format("{0:F0}", ManaRegen5SR * 5.0f)); retVal.Add("Total Score", String.Format("{0:F2}", SubPoints[0] + SubPoints[1])); retVal.Add("Selected Rotation", SelectedRotation.Name); retVal.Add("Selected DPS", String.Format("{0:F2}", SelectedRotation.RotationData.DPS)); retVal.Add("Selected Time To OOM", String.Format(SelectedRotation.RotationData.TimeToOOM > new TimeSpan(0, 0, 0) ? "{0} m {1} s" : "Not during fight", SelectedRotation.RotationData.TimeToOOM.Minutes, SelectedRotation.RotationData.TimeToOOM.Seconds)); retVal.Add("Selected Cycle Length", String.Format("{0:F1} s", SelectedRotation.Duration)); StringBuilder sb = new StringBuilder("*"); float rotationDamage = SelectedRotation.RotationData.DPS * SelectedRotation.Duration; sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfire", 100 * SelectedRotation.StarfireAvgHit * SelectedRotation.StarfireCount / rotationDamage, SelectedRotation.StarfireAvgHit * SelectedRotation.StarfireCount, SelectedRotation.StarfireCount)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Moonfire", 100 * (SelectedRotation.MoonfireAvgHit) * SelectedRotation.MoonfireCasts / rotationDamage, (SelectedRotation.MoonfireAvgHit) * SelectedRotation.MoonfireCasts, SelectedRotation.MoonfireCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Insect Swarm", 100 * SelectedRotation.InsectSwarmAvgHit * SelectedRotation.InsectSwarmCasts / rotationDamage, SelectedRotation.InsectSwarmAvgHit * (SelectedRotation.InsectSwarmCasts), SelectedRotation.InsectSwarmCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wrath", 100 * SelectedRotation.WrathAvgHit * SelectedRotation.WrathCount / rotationDamage, SelectedRotation.WrathAvgHit * SelectedRotation.WrathCount, SelectedRotation.WrathCount)); retVal.Add("Selected Spell Breakdown", sb.ToString()); retVal.Add("Burst Rotation", BurstDPSRotation.Name); retVal.Add("Burst DPS", String.Format("{0:F2}", BurstDPSRotation.RotationData.BurstDPS)); retVal.Add("Burst Time To OOM", String.Format(BurstDPSRotation.RotationData.TimeToOOM > new TimeSpan(0, 0, 0) ? "{0} m {1} s" : "Not during fight", BurstDPSRotation.RotationData.TimeToOOM.Minutes, BurstDPSRotation.RotationData.TimeToOOM.Seconds)); retVal.Add("Burst Cycle Length", String.Format("{0:F1} s", BurstDPSRotation.Duration)); sb = new StringBuilder("*"); rotationDamage = BurstDPSRotation.RotationData.DPS * BurstDPSRotation.Duration; sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Starfire", 100 * BurstDPSRotation.StarfireAvgHit * BurstDPSRotation.StarfireCount / rotationDamage, BurstDPSRotation.StarfireAvgHit * BurstDPSRotation.StarfireCount, BurstDPSRotation.StarfireCount)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Moonfire", 100 * BurstDPSRotation.MoonfireAvgHit * SelectedRotation.MoonfireCasts / rotationDamage, (BurstDPSRotation.MoonfireAvgHit) * BurstDPSRotation.MoonfireCasts, BurstDPSRotation.MoonfireCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Insect Swarm", 100 * BurstDPSRotation.InsectSwarmAvgHit * BurstDPSRotation.InsectSwarmCasts / rotationDamage, BurstDPSRotation.InsectSwarmAvgHit * BurstDPSRotation.InsectSwarmCasts, BurstDPSRotation.InsectSwarmCasts)); sb.AppendLine(String.Format("{0}: {1:F2}%, {2:F2} damage, {3:F0} count", "Wrath", 100 * BurstDPSRotation.WrathAvgHit * BurstDPSRotation.WrathCount / rotationDamage, BurstDPSRotation.WrathAvgHit * BurstDPSRotation.WrathCount, BurstDPSRotation.WrathCount)); retVal.Add("Burst Spell Breakdown", sb.ToString()); retVal.Add("Starfire", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} s w/NG\n{3:F2}% max non-Eclipse\n{4:F2}% max Eclipse\n{5:F2} avg hit\n{6:F0} avg mana", SelectedRotation.StarfireAvgHit / (SelectedRotation.StarfireAvgCast > 0 ? SelectedRotation.StarfireAvgCast : 1f), SelectedRotation.StarfireAvgCast, SelectedRotation.StarfireNGCastTime, 100 * SelectedRotation.StarfireNonEclipseCrit, 100 * SelectedRotation.StarfireEclipseCrit, SelectedRotation.StarfireAvgHit, SelectedRotation.StarfireManaCost)); retVal.Add("Wrath", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} s w/NG\n{3:F2} avg hit\n{4:F0} avg mana", SelectedRotation.WrathAvgHit / (SelectedRotation.WrathAvgCast > 0 ? SelectedRotation.WrathAvgCast : 1f), SelectedRotation.WrathAvgCast, SelectedRotation.WrathNGCastTime, SelectedRotation.WrathAvgHit, SelectedRotation.WrathManaCost)); retVal.Add("Moonfire", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} avg hit\n{3:F0} avg mana", SelectedRotation.MoonfireAvgHit / (SelectedRotation.MoonfireDuration > 0 ? SelectedRotation.MoonfireDuration : 1f), SelectedRotation.MoonfireCastTime, (SelectedRotation.MoonfireAvgHit), SelectedRotation.MoonfireManaCost)); retVal.Add("Insect Swarm", String.Format("{0:F2} dps*{1:F2} s avg\n{2:F2} avg hit\n{3:F0} avg mana", SelectedRotation.InsectSwarmAvgHit / (SelectedRotation.InsectSwarmDuration > 0 ? SelectedRotation.InsectSwarmDuration : 1f), SelectedRotation.InsectSwarmCastTime, SelectedRotation.InsectSwarmAvgHit, SelectedRotation.InsectSwarmManaCost)); retVal.Add("Starfall", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per star\n{3:F0} avg mana", SelectedRotation.StarfallDamage / 10.0f, SelectedRotation.StarfallDamage, SelectedRotation.StarfallDamage / (SelectedRotation.StarfallStars > 0 ? SelectedRotation.StarfallStars : 1f), StarfallMana)); retVal.Add("Treants", String.Format("{0:F2} dps*{1:F2} avg per cast\n{2:F2} avg per tree", TreantDamage / 30.0f, TreantDamage, TreantDamage / 3.0f)); return(retVal); }
public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { Dictionary <string, string> dictValues = new Dictionary <string, string>(); dictValues.Add("DPS Points", DPS.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Survivability Points", Survivability.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Overall Points", OverallPoints.ToString("F2", CultureInfo.InvariantCulture)); dictValues.Add("Health", BasicStats.Health.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Mana", BasicStats.Mana.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Strength", String.Format("{0}*Increases Attack Power by {1}", BasicStats.Strength.ToString("F0", CultureInfo.InvariantCulture), (BasicStats.Strength - 10f).ToString("F0", CultureInfo.InvariantCulture))); dictValues.Add("Agility", String.Format("{0}*Increases Attack Power by {1}\r\nIncreases Critical Hit chance by {2}%", BasicStats.Agility.ToString("F0", CultureInfo.InvariantCulture), ((BasicStats.Agility * 2f) - 20f).ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Stamina", String.Format("{0}*Increase Health by {1}", BasicStats.Stamina.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHealthFromStamina(BasicStats.Stamina)).ToString("F0", CultureInfo.InvariantCulture))); dictValues.Add("Intellect", String.Format("{0}*Increases Mana by {1}\r\nIncreases Spell Power by {2}\r\nIncreases Spell Critical Hit chance by {3}%", BasicStats.Intellect.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetManaFromIntellect(BasicStats.Intellect)).ToString("F0", CultureInfo.InvariantCulture), (BasicStats.Intellect - 10f).ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Spirit", String.Format("{0}*Increases mana regeneration by {1} every 5 seconds while not casting", BasicStats.Spirit.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpiritRegenSec(BasicStats.Spirit, BasicStats.Intellect) * 5f).ToString("F0", CultureInfo.InvariantCulture))); dictValues.Add("Mastery", String.Format("{0}*Mastery rating of {1} adds {2} Mastery\r\nIncreases all Fire, Frost, and Nature Damage by {3}%.", (8f + StatConversion.GetMasteryFromRating(BasicStats.MasteryRating)).ToString("F2", CultureInfo.InvariantCulture), BasicStats.MasteryRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetMasteryFromRating(BasicStats.MasteryRating)).ToString("F2", CultureInfo.InvariantCulture), ((8f + StatConversion.GetMasteryFromRating(BasicStats.MasteryRating)) * 2.5f).ToString("F2", CultureInfo.InvariantCulture))); //dictValues.Add("Damage" //dictValues.Add("DPS" dictValues.Add("Attack Power", BasicStats.AttackPower.ToString("F0", CultureInfo.InvariantCulture)); //dictValues.Add("Speed" dictValues.Add("Melee Haste", String.Format("{0}%*Haste Rating of {1} adds {2}% Haste", (StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture), BasicStats.HasteRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Melee Hit", String.Format("{0}%*Hit Rating of {1} adds {2}% Hit chance\r\n{3}% Draenei Hit Bonus", (StatConversion.GetHitFromRating(BasicStats.HitRating) * 100f + DraeneiHitBonus * 100f).ToString("F2", CultureInfo.InvariantCulture), BasicStats.HitRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetHitFromRating(BasicStats.HitRating) * 100f).ToString("F2", CultureInfo.InvariantCulture), DraeneiHitBonus * 100f)); dictValues.Add("Melee Crit", String.Format("{0}%*Crit Rating of {1} adds {2}% Crit chance", ((StatConversion.GetCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f) + (StatConversion.GetCritFromAgility(BasicStats.Agility, CharacterClass.Shaman) * 100f)).ToString("F2", CultureInfo.InvariantCulture), BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Expertise", getExpertiseString());// String.Format("{0} / {1}*Reduces chance to be dodged or parried by {2}% / {3}%\r\nExpertise Rating of {4} adds {5} Expertise", dictValues.Add("Spell Power", BasicStats.SpellPower.ToString("F0", CultureInfo.InvariantCulture)); dictValues.Add("Spell Haste", String.Format("{0}%*Haste Rating of {1} adds {2}% Haste", (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture), BasicStats.HasteRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Spell Hit", String.Format("{0}%*Hit Rating of {1} adds {2}% Hit chance\r\n{3}% Draenei Hit Bonus", (StatConversion.GetSpellHitFromRating(BasicStats.HitRating + ElemPrecMod) * 100f + DraeneiHitBonus * 100f).ToString("F2", CultureInfo.InvariantCulture), (BasicStats.HitRating + ElemPrecMod).ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellHitFromRating(BasicStats.HitRating + ElemPrecMod) * 100f).ToString("F2", CultureInfo.InvariantCulture), DraeneiHitBonus * 100f)); dictValues.Add("Spell Crit", String.Format("{0}%*Crit Rating of {1} adds {2}% Crit chance", ((StatConversion.GetSpellCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f) + (StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect, CharacterClass.Shaman) * 100f)).ToString("F2", CultureInfo.InvariantCulture), BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), (StatConversion.GetSpellCritFromRating(BasicStats.CritRating, CharacterClass.Shaman) * 100f).ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Combat Regen", String.Format("{0}*{0} mana regenerated every 5 seconds while in combat", BaseRegen.ToString("F0", CultureInfo.InvariantCulture))); //dictValues.Add("Avg Agility", _attackPower.ToString("F0", CultureInfo.InvariantCulture)); //dictValues.Add("Avg Intellect" //dictValues.Add("Avg Mastery" //dictValues.Add("Avg Attack Power" dictValues.Add("Avg Speed", String.Format("{0} / {1}", AvMHSpeed.ToString("F2", CultureInfo.InvariantCulture), AvOHSpeed.ToString("F2", CultureInfo.InvariantCulture))); //dictValues.Add("Avg Melee Haste" //dictValues.Add("Avg Melee Hit" //dictValues.Add("Avg Melee Crit" //dictValues.Add("Avg Expertise" //dictValues.Add("Avg Spell Power" //dictValues.Add("Avg Spell Haste" //dictValues.Add("Avg Spell Hit" //dictValues.Add("Avg Spell Crit" dictValues.Add("Avg Combat Regen", ManaRegen.ToString("F0", CultureInfo.InvariantCulture)); /*dictValues.Add("White Hit", WhiteHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); * if (YellowHit < 100f && TotalExpertiseMH < 26) * { * float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit)); * dictValues.Add("Yellow Hit", String.Format("{0}% (Under Cap)*You need {1} more expertise to cap specials (WF,SS)", * YellowHit.ToString("F2", CultureInfo.InvariantCulture), * ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); * } * else * { * if (ParriedAttacks > 0) * { * float ratingRequired = (float)Math.Ceiling(4f * StatConversion.GetRatingFromExpertise(100f - YellowHit)); * dictValues.Add("Yellow Hit", String.Format("{0}%*Being in front of boss allows your attacks to be parried\r\nYou would need {1} more expertise to cap specials (WF,SS)", * YellowHit.ToString("F2", CultureInfo.InvariantCulture), * ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); * } * else * dictValues.Add("Yellow Hit", YellowHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); * } * if (OverSpellHitCap > 0.38f) // only warn if more than .38% over cap (equivalent to 10 hit rating) * dictValues.Add("Spell Hit", String.Format("{0}% (Over Cap)*Over Spell Hit Cap by {1}%", * SpellHit.ToString("F2", CultureInfo.InvariantCulture), * OverSpellHitCap.ToString("F2", CultureInfo.InvariantCulture))); * else * { * if (SpellHit < 100f) * { * float ratingRequired = (float)Math.Ceiling(StatConversion.GetRatingFromSpellHit(1f - SpellHit/100f)); * dictValues.Add("Spell Hit", String.Format("{0}% (Under Cap)*You need {1} more hit rating to cap spells (ES, LB etc)", * SpellHit.ToString("F2", CultureInfo.InvariantCulture), * ratingRequired.ToString("F0", CultureInfo.InvariantCulture))); * } * else * dictValues.Add("Spell Hit", SpellHit.ToString("F2", CultureInfo.InvariantCulture) + "%"); * }*/ /*if (OverMeleeCritCap > 0.21f) // only warn if more than .21% over cap (equivalent to 10 crit rating) * dictValues.Add("Melee Crit", String.Format("{0} (Over Cap)*Crit Rating {1} (+{2}% crit chance)\r\nOver Soft Cap by {3}%", * MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", * BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), * (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture), * OverMeleeCritCap.ToString("F2", CultureInfo.InvariantCulture))); * else * dictValues.Add("Melee Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)", * MeleeCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", * BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), * (StatConversion.GetCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture))); * * dictValues.Add("Spell Crit", String.Format("{0}*Crit Rating {1} (+{2}% crit chance)", * SpellCrit.ToString("F2", CultureInfo.InvariantCulture) + "%", * BasicStats.CritRating.ToString("F0", CultureInfo.InvariantCulture), * (StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f).ToString("F2", CultureInfo.InvariantCulture)));*/ float spellMiss = 100 - SpellHit; dictValues.Add("Avoided Attacks", String.Format("{0}%*{1}% Boss Dodged\r\n{2}% Boss Parried\r\n{3}% Spell Misses\r\n{4}% White Misses", AvoidedAttacks.ToString("F2", CultureInfo.InvariantCulture), DodgedAttacks.ToString("F2", CultureInfo.InvariantCulture), ParriedAttacks.ToString("F2", CultureInfo.InvariantCulture), spellMiss.ToString("F2", CultureInfo.InvariantCulture), MissedAttacks.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Armor Mitigation", ArmorMitigation.ToString("F2", CultureInfo.InvariantCulture) + "%*Amount of physical damage lost due to boss armor"); dictValues.Add("ED Uptime", String.Format("{0}%*{1}% ED Bonus Crit", EDUptime.ToString("F2", CultureInfo.InvariantCulture), EDBonusCrit.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("Flurry Uptime", FlurryUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Avg Time to 5 Stack", String.Format("{0} sec*{1} PPM", SecondsTo5Stack.ToString("F2", CultureInfo.InvariantCulture), _MWPPM.ToString("F2", CultureInfo.InvariantCulture))); dictValues.Add("MH Enchant Uptime", MHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("OH Enchant Uptime", OHEnchantUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Trinket 1 Uptime", Trinket1Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Trinket 2 Uptime", Trinket2Uptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("Fire Totem Uptime", FireTotemUptime.ToString("F2", CultureInfo.InvariantCulture) + "%"); dictValues.Add("White Damage", dpsOutputFormat(SwingDamage, DPS, true)); dictValues.Add("Windfury Attack", dpsOutputFormat(WindfuryAttack, DPS, true)); dictValues.Add("Flametongue Attack", dpsOutputFormat(FlameTongueAttack, DPS, true)); dictValues.Add("Stormstrike", dpsOutputFormat(Stormstrike, DPS, true)); dictValues.Add("Lava Lash", dpsOutputFormat(LavaLash, DPS, true)); dictValues.Add("Searing/Magma Totem", dpsOutputFormat(SearingMagma, DPS, false)); dictValues.Add("Earth Shock", dpsOutputFormat(EarthShock, DPS, false)); dictValues.Add("Flame Shock", dpsOutputFormat(FlameShock, DPS, false)); dictValues.Add("Lightning Bolt", dpsOutputFormat(LightningBolt, DPS, false)); dictValues.Add("Unleash Wind", dpsOutputFormat(UnleashWind, DPS, true)); dictValues.Add("Unleash Flame", dpsOutputFormat(UnleashFlame, DPS, false)); dictValues.Add("Lightning Shield", dpsOutputFormat(LightningShield, DPS, false)); dictValues.Add("Chain Lightning", dpsOutputFormat(ChainLightning, DPS, false)); dictValues.Add("Fire Nova", dpsOutputFormat(FireNova, DPS, false)); dictValues.Add("Fire Elemental", FireElemental.getDPSOutput()); dictValues.Add("Spirit Wolf", dpsOutputFormat(SpiritWolf, DPS, true)); dictValues.Add("Other", dpsOutputFormat(Other, DPS, false)); dictValues.Add("Total DPS", DPS.ToString("F2", CultureInfo.InvariantCulture)); /*dictValues.Add("Status", String.Format("Enhance Model : DPS Points {0}, Survivability Points {1}, Overall Points {2}", * DPS.ToString("F2", CultureInfo.InvariantCulture), * Survivability.ToString("F2", CultureInfo.InvariantCulture), * OverallPoints.ToString("F2", CultureInfo.InvariantCulture)));*/ return(dictValues); }
public override Dictionary <string, string> GetCharacterDisplayCalculationValues() { Dictionary <string, string> dictValues = new Dictionary <string, string>(); CalculationOptionsShadowPriest calcOpts = character.CalculationOptions as CalculationOptionsShadowPriest; BossOptions BossOpts = character.BossOptions; Stats baseStats = BaseStats.GetBaseStats(character.Level, character.Class, character.Race); bool Ptr = calcOpts.PTR; dictValues.Add("Health", BasicStats.Health.ToString()); float ResilienceCap = 0.15f, ResilienceFromRating = StatConversion.GetCritReductionFromResilience(1); float Resilience = StatConversion.GetCritReductionFromResilience(BasicStats.Resilience); dictValues.Add("Resilience", string.Format("{0}*-{1}% Damage from DoT and Mana Drains\n\r-{1}% Chance to be crit\r\n-{2}% Damage from Crits.\r\n{3}", BasicStats.Resilience.ToString(), (Resilience * 100f).ToString("0.00"), (Resilience * 100f * 2.2f).ToString("0.00"), (Resilience > ResilienceCap) ? (string.Format("{0} rating above cap", ((float)Math.Floor((Resilience - ResilienceCap) / ResilienceFromRating)).ToString("0"))) : (string.Format("{0} rating below cap", ((float)Math.Ceiling((ResilienceCap - Resilience) / ResilienceFromRating)).ToString("0"))))); dictValues.Add("Stamina", BasicStats.Stamina.ToString()); dictValues.Add("Mana", BasicStats.Mana.ToString()); dictValues.Add("Intellect", BasicStats.Intellect.ToString()); dictValues.Add("Spirit", Math.Floor(BasicStats.Spirit).ToString("0")); dictValues.Add("Spell Power", String.Format("{0}*{1} Bonus Shadow\r\n{2} Bonus Holy\r\n{3} from Inner Fire", Math.Floor(BasicStats.SpellPower), Math.Floor(BasicStats.SpellPower + BasicStats.SpellShadowDamageRating), Math.Floor(BasicStats.SpellPower /*+ BasicStats.SpellHolyDamageRating*/), BasicStats.PriestInnerFire * CalculationsShadowPriest.GetInnerFireSpellPowerBonus(character))); dictValues.Add("Regen", String.Format("{0}*MP5: {1}\r\nOutFSR: {2}", RegenInFSR.ToString("0"), BasicStats.Mp5.ToString(), RegenOutFSR.ToString("0"))); dictValues.Add("Crit", string.Format("{0}%*{1}% from {2} Spell Crit rating\r\n{3}% from Intellect\r\n{4}% from Focused Will\r\n{5}% from Base Crit\r\n{6}% from Buffs\r\n{7}% on Mind Blast, Mind Flay and Mind Sear.\r\n{8}% on VT, SW:P and DP\r\n{9}% on Smite, Holy Fire and Penance.", (BasicStats.SpellCrit * 100f).ToString("0.00"), (StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f).ToString("0.00"), BasicStats.CritRating.ToString("0"), (StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect) * 100f).ToString("0.00"), character.PriestTalents.FocusedWill, (baseStats.SpellCrit * 100f).ToString("0.00"), (BasicStats.SpellCrit * 100f - StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f - StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect) * 100f - baseStats.SpellCrit * 100f - character.PriestTalents.FocusedWill).ToString("0.00"), (BasicStats.SpellCrit * 100f + character.PriestTalents.MindMelt * 2f).ToString("0.00"), (BasicStats.SpellCrit * 100f + character.PriestTalents.MindMelt * 3f).ToString("0.00"), (BasicStats.SpellCrit * 100f + character.PriestTalents.HolySpecialization * 1f).ToString("0.00"))); #if RAWR3 || SILVERLIGHT float Hit = 100 - (StatConversion.GetSpellMiss(character.Level - BossOpts.Level, false) * 100); #else float Hit = 100 - (StatConversion.GetSpellMiss(-calcOpts.TargetLevel, false) * 100); #endif float BonusHit = BasicStats.SpellHit * 100f; float RacialHit = 0; string RacialText = ""; if (character.Race == CharacterRace.Draenei) { RacialHit = 1; RacialText = "1% from Draenei Racial\r\n"; if (!character.ActiveBuffsContains("Heroic Presence")) { BonusHit += 1; } } float DebuffHit = character.PriestTalents.Misery * 1f; if (character.ActiveBuffsConflictingBuffContains("Spell Hit Chance Taken")) { DebuffHit = 3f; } else { BonusHit += DebuffHit; } float RHitRating = 0.01f / StatConversion.GetSpellHitFromRating(1); float ShadowFocusHit = character.PriestTalents.ShadowFocus * 1f; float HitShadow = Hit + BonusHit + ShadowFocusHit; float HitHoly = Hit + BonusHit; dictValues.Add("Hit", string.Format("{0}%*{1}% from {2} Hit Rating\r\n{3}% from Buffs\r\n{4}% from {5} points in Misery\r\n{6}% from {7} points in Shadow Focus\r\n{8}{9}% Hit with Shadow spells, {10}\r\n{11}% Hit with Holy spells, {12}", BonusHit.ToString("0.00"), (StatConversion.GetSpellHitFromRating(BasicStats.HitRating) * 100f).ToString("0.00"), BasicStats.HitRating, (BonusHit - StatConversion.GetSpellHitFromRating(BasicStats.HitRating) * 100f - RacialHit - DebuffHit).ToString("0.00"), DebuffHit, character.PriestTalents.Misery, ShadowFocusHit, character.PriestTalents.ShadowFocus, RacialText, HitShadow.ToString("0.00"), (HitShadow > 100f) ? string.Format("{0} hit rating above cap", Math.Floor((HitShadow - 100f) * RHitRating)) : string.Format("{0} hit rating below cap", Math.Ceiling((100f - HitShadow) * RHitRating)), HitHoly.ToString("0.00"), (HitHoly > 100f) ? string.Format("{0} hit rating above cap", Math.Floor((HitHoly - 100f) * RHitRating)) : string.Format("{0} hit rating below cap", Math.Ceiling((100f - HitHoly) * RHitRating)))); dictValues.Add("Haste", string.Format("{0}%*{1}% from {2} Haste rating\r\n{3}% ({6}) points in Enlightenment\r\n{4}% from Buffs\r\n{5}s Global Cooldown", (BasicStats.SpellHaste * 100f).ToString("0.00"), (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating) * 100f).ToString("0.00"), BasicStats.HasteRating.ToString(), (character.PriestTalents.Enlightenment * 2).ToString("0"), (((1f + BasicStats.SpellHaste) / (1f + StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating)) / (1f + character.PriestTalents.Enlightenment * 0.02f) - 1f) * 100f).ToString("0.00"), Math.Max(1.0f, 1.5f / (1 + BasicStats.SpellHaste)).ToString("0.00"), character.PriestTalents.Enlightenment)); dictValues.Add("Armor", string.Format("{0}*{1}% Damage Reduction.", (BasicStats.Armor + BasicStats.BonusArmor).ToString("0"), (StatConversion.GetArmorDamageReduction(80, (BasicStats.Armor + BasicStats.BonusArmor), 0f, 0f, 0f) * 100f).ToString("0.00"))); float[] Resistances = { 0, BasicStats.ArcaneResistance + BasicStats.ArcaneResistanceBuff, BasicStats.FireResistance + BasicStats.FireResistanceBuff, BasicStats.FrostResistance + BasicStats.FrostResistanceBuff, BasicStats.NatureResistance + BasicStats.NatureResistanceBuff, BasicStats.ShadowResistance + BasicStats.ShadowResistanceBuff, }; string[] ResistanceNames = { "None", "Arcane", "Fire", "Frost", "Nature", "Shadow", }; string ResistanceString = "*Resistances:"; float MaxResist = Resistances[0]; int MaxResistIndex = 0; float AvgResist = 0f; for (int x = 1; x < Resistances.Length; x++) { AvgResist += Resistances[x]; if (Resistances[x] > MaxResist) { MaxResist = Resistances[x]; MaxResistIndex = x; } ResistanceString += string.Format("\r\n{0} : {1}", ResistanceNames[x], Resistances[x]); } AvgResist /= (Resistances.Length - 1); if (AvgResist == 0) { ResistanceString = "None" + ResistanceString; } else { string ResistanceName = (MaxResist == AvgResist) ? "All" : ResistanceNames[MaxResistIndex]; ResistanceString = string.Format("{0} : {1}", ResistanceName, MaxResist.ToString("0")) + ResistanceString; ResistanceString += string.Format("\r\n\r\nResist ({0}):", ResistanceName); ResistanceString += string.Format("\r\n{0}", StatConversion.GetResistanceTableString(character.Level + 3, character.Level, MaxResist, 0)); } dictValues.Add("Resistance", ResistanceString); SolverBase solver = GetSolver(character, BasicStats); solver.Calculate(this); dictValues.Add("Rotation", string.Format("{0}*{1}", solver.Name, solver.Rotation)); if (solver.SpellSimulation != null) { String s = "Spell Cast List:"; int i = 0; foreach (Spell spell in solver.SpellSimulation) { if (i++ % 10 == 0) { s += "\r\n"; } s += ", " + spell.Name; } s += "\r\n---Repeat---"; dictValues.Add("Castlist", string.Format("{0}*{1}", solver.SpellSimulation.Count, s)); } else { dictValues.Add("Castlist", "Empty"); } dictValues.Add("DPS", string.Format("{0}*Damage Pr Second", solver.DPS.ToString("0"))); //dictValues.Add("SustainDPS", string.Format("{0}*Mana restrained DPS", solver.SustainDPS.ToString("0"))); float baseMana = BaseStats.GetBaseStats(character).Mana; dictValues.Add("SW Pain", new ShadowWordPain(BasicStats, character, baseMana, Ptr).ToString()); DevouringPlague dp = new DevouringPlague(BasicStats, character, baseMana, Ptr); dictValues.Add("Devouring Plague", dp.ToString()); if (dp.ImprovedDP != null) { dictValues.Add("Imp. Devouring Plague", dp.ImprovedDP.ToString()); } else { dictValues.Add("Imp. Devouring Plague", "- *No required talents"); } dictValues.Add("SW Death", new ShadowWordDeath(BasicStats, character, baseMana, Ptr).ToString()); dictValues.Add("Mind Blast", new MindBlast(BasicStats, character, baseMana, Ptr).ToString()); dictValues.Add("PW Shield", new PowerWordShield(BasicStats, character, baseMana, Ptr).ToString()); if (character.PriestTalents.VampiricTouch > 0) { dictValues.Add("Vampiric Touch", new VampiricTouch(BasicStats, character, baseMana, Ptr).ToString()); } else { dictValues.Add("Vampiric Touch", "- *No required talents"); } if (character.PriestTalents.MindFlay > 0) { dictValues.Add("Mind Flay", new MindFlay(BasicStats, character, baseMana, Ptr).ToString()); } else { dictValues.Add("Mind Flay", "- *No required talents"); } dictValues.Add("Shadowfiend", new Shadowfiend(BasicStats, character, baseMana, Ptr).ToString()); dictValues.Add("Smite", new Smite(BasicStats, character, baseMana, Ptr).ToString()); dictValues.Add("Holy Fire", new HolyFire(BasicStats, character, baseMana, Ptr).ToString()); if (character.PriestTalents.Penance > 0) { dictValues.Add("Penance", new Penance(BasicStats, character, baseMana, Ptr).ToString()); } else { dictValues.Add("Penance", "- *No required talents"); } return(dictValues); }