public override void UpdateCombatState(CombatState CS) { base.UpdateCombatState(CS); float RPCost = 40 - (CS.m_Talents.RunicCorruption * 3); //RPCost /= (1f + (.05f * (float)CS.m_Talents.SuddenDoom)); // Moving SD procs to be extra DCs in the rotation rather than reduced cost. // This makes it more like Rime. this.AbilityCost[(int)DKCostTypes.RunicPower] = (int)Math.Floor(RPCost); if (CS.m_Talents.UnholyBlight > 0) { ml_TriggeredAbility = new AbilityDK_Base[1]; ml_TriggeredAbility[0] = new AbilityDK_UnholyBlight(CS); ml_TriggeredAbility[0].uBaseDamage = (uint)((this.TotalDamage / 10) / 10); } }
public override void UpdateCombatState(CombatState CS) { base.UpdateCombatState(CS); float RPCost = 40 - (CS.m_Talents.RunicCorruption * 3); //RPCost /= (1f + (.05f * (float)CS.m_Talents.SuddenDoom)); // Moving SD procs to be extra DCs in the rotation rather than reduced cost. // This makes it more like Rime. this.AbilityCost[(int)DKCostTypes.RunicPower] = (int)Math.Floor(RPCost); if (CS.m_Talents.UnholyBlight > 0) { ml_TriggeredAbility = new AbilityDK_Base[1]; ml_TriggeredAbility[0] = new AbilityDK_UnholyBlight(CS); ml_TriggeredAbility[0].uBaseDamage = (uint)((this.TotalDamage / 10) /10); } }