public BuffFormulaDescriptor(float constantOffset, float levelOffset, float variable, int traitSelf, int traitSrc, ArcDPSEnums.BuffAttribute result) { _constantOffset = constantOffset; _levelOffset = levelOffset; _variable = variable; _traitSrc = traitSrc; _traitSelf = traitSelf; _result = result; }
public BuffFormulaDescriptor(float constantOffset, float levelOffset, float variable, int traitSelf, int traitSrc, ArcDPSEnums.BuffAttribute result, ulong minBuild = 0, ulong maxBuild = ulong.MaxValue) { _constantOffset = constantOffset; _levelOffset = levelOffset; _variable = variable; _traitSrc = traitSrc; _traitSelf = traitSelf; _result = result; _minBuild = minBuild; _maxBuild = maxBuild; }
private static string GetPercent(ArcDPSEnums.BuffAttribute attribute1, ArcDPSEnums.BuffAttribute attribute2) { if (attribute2 != Unknown && attribute2 != None) { return("%"); } switch (attribute1) { case FlatInc: case PhysInc: case CondInc: case CondRec: case CondRec2: case PhysRec: case PhysRec2: case AttackSpeed: case ConditionDurationInc: case BoonDurationInc: case GlancingBlow: case CriticalChance: case StrikeDamageToHP: case ConditionDamageToHP: case EnduranceRegeneration: case HealingEffectivenessRec: case HealingEffectivenessRec2: case SiphonInc: case SiphonRec: case HealingEffectivenessConvInc: case HealingEffectivenessFlatInc: case ExperienceFromKills: case ExperienceFromAll: case GoldFind: case MovementSpeed: case MovementSpeedStacking: case MovementSpeedStacking2: case KarmaBonus: case SkillRechargeSpeedIncrease: case MagicFind: case WXP: return("%"); case MovementActivationDamageFormula: return(" adds"); case SkillActivationDamageFormula: return(" replaces"); case Unknown: return("Unknown"); default: return(""); } }
private static string GetVariableStat(ArcDPSEnums.BuffAttribute attribute, int type) { switch (attribute) { case DamageFormulaSquaredLevel: case DamageFormula: case SkillActivationDamageFormula: case MovementActivationDamageFormula: return(type > 10 ? "Power" : "Condition Damage"); case HealingOutputFormula: return("Healing Power"); case Unknown: return("Unknown"); default: return(""); } }
private static string GetVariableStat(ArcDPSEnums.BuffAttribute attribute) { switch (attribute) { case BuffPowerDamageFormula: return("Power"); case ConditionDamageFormula: case ConditionSkillActivationFormula: case ConditionMovementActivationFormula: return("Condition Damage"); case HealingOutputFormula: return("Healing Power"); case Unknown: return("Unknown"); default: return(""); } }
private static string GetAttributeString(ArcDPSEnums.BuffAttribute attribute) { switch (attribute) { case Power: return("Power"); case Precision: return("Precision"); case Toughness: return("Toughness"); case Vitality: return("Vitality"); case Ferocity: return("Ferocity"); case Healing: return("Healing Power"); case Condition: return("Condition Damage"); case Concentration: return("Concentration"); case Expertise: return("Expertise"); case Armor: return("Armor"); case Agony: return("Agony"); case StatInc: return("Stat Increase"); case FlatInc: return("Flat Increase"); case PhysInc: return("Outgoing Strike Damage"); case CondInc: return("Outgoing Condition Damage"); case SiphonInc: return("Outgoing Life Leech Damage"); case SiphonRec: return("Incoming Life Leech Damage"); case CondRec: return("Incoming Condition Damage"); case CondRec2: return("Incoming Condition Damage (Mult)"); case PhysRec: return("Incoming Strike Damage"); case PhysRec2: return("Incoming Strike Damage (Mult)"); case AttackSpeed: return("Attack Speed"); case ConditionDurationInc: return("Outgoing Condition Duration"); case BoonDurationInc: return("Outgoing Boon Duration"); case DamageFormulaSquaredLevel: case DamageFormula: return("Damage Formula"); case GlancingBlow: return("Glancing Blow"); case CriticalChance: return("Critical Chance"); case StrikeDamageToHP: return("Strike Damage to Health"); case ConditionDamageToHP: return("Condition Damage to Health"); case SkillActivationDamageFormula: return("Damage Formula on Skill Activation"); case MovementActivationDamageFormula: return("Damage Formula based on Movement"); case EnduranceRegeneration: return("Endurance Regeneration"); case HealingEffectivenessRec: case HealingEffectivenessRec2: return("Incoming Healing Effectiveness"); case HealingEffectivenessConvInc: case HealingEffectivenessFlatInc: return("Outgoing Healing Effectiveness"); case HealingOutputFormula: return("Healing Formula"); case ExperienceFromKills: return("Experience From Kills"); case ExperienceFromAll: return("Experience From All"); case GoldFind: return("Gold Find"); case MovementSpeed: return("Movement Speed"); case MovementSpeedStacking: case MovementSpeedStacking2: return("Movement Speed (Stacking)"); case KarmaBonus: return("Karma Bonus"); case SkillRechargeSpeedIncrease: return("Skill Recharge Speed Increase"); case MagicFind: return("Magic Find"); case WXP: return("WXP"); case Unknown: return("Unknown"); default: return(""); } }