/// <summary></summary> /// /// <param name="skillChargeCharacteristics"></param> /// <param name="baseHealingMultiplierPerCharge">The number by which to multiply the healing per charge.</param> /// <param name="baseHealing">The base healing done per hit.</param> /// <param name="baseShootSpeed"></param> public GuardianCharacteristics(SkillChargeCharacteristics skillChargeCharacteristics, int baseHealing, float baseHealingMultiplierPerCharge, float baseShootSpeed, int baseKiRestore, float baseKiRestoreMultiplerPerCharge) { ChargeCharacteristics = skillChargeCharacteristics; BaseHealing = baseHealing; BaseHealingMultiplierPerCharge = baseHealingMultiplierPerCharge; BaseShootSpeed = baseShootSpeed; BaseKiRestore = baseKiRestore; BaseKiRestoreMultiplierPerCharge = baseKiRestoreMultiplerPerCharge; }
/// <summary></summary> /// /// <param name="skillChargeCharacteristics"></param> /// <param name="baseDamageMultiplierPerCharge">The number by which to multiply the damage.</param> /// <param name="baseDamage">The base damage done by the skill per damage tick.</param> /// <param name="baseShootSpeed"></param> /// <param name="baseKnockback"></param> /// <param name="baseKnockbackMultiplierPerCharge"></param> /// <param name="baseCriticalChance"></param> /// <param name="baseCriticalChanceMultiplierPerCharge"></param> /// <param name="baseCriticalMultiplier"></param> /// <param name="baseCriticalMultiplierMultiplierPerCharge"></param> public SkillCharacteristics(SkillChargeCharacteristics skillChargeCharacteristics, int baseDamage, float baseDamageMultiplierPerCharge, float baseShootSpeed, float baseKnockback, float baseKnockbackMultiplierPerCharge, float baseCriticalChance, float baseCriticalChanceMultiplierPerCharge, float baseCriticalMultiplier, float baseCriticalMultiplierMultiplierPerCharge) { ChargeCharacteristics = skillChargeCharacteristics; BaseDamage = baseDamage; BaseDamageMultiplierPerCharge = baseDamageMultiplierPerCharge; BaseShootSpeed = baseShootSpeed; BaseKnockback = baseKnockback; BaseKnockbackMultiplierPerCharge = baseKnockbackMultiplierPerCharge; BaseCriticalChance = baseCriticalChance; BaseCriticalChanceMultiplierPerCharge = baseCriticalChanceMultiplierPerCharge; BaseCriticalMultiplier = baseCriticalMultiplier; BaseCriticalMultiplierMultiplierPerCharge = baseCriticalMultiplierMultiplierPerCharge; }