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;
 }
示例#2
0
 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;
 }
示例#3
0
        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("");
            }
        }
示例#4
0
        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("");
            }
        }
示例#5
0
        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("");
            }
        }
示例#6
0
        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("");
            }
        }