private long GetDamage(int level, double damageValueKoef) { var power = GetPower(level, damageValueKoef); var weaponDamage = GetItemsDamage(level, damageValueKoef); var damageWithoutCritCoef = PlayerStatsCalculator.CalculateDamage(power, weaponDamage); var critCoef = GetBaseCritCoef(level, damageValueKoef); return(ToInt64(damageWithoutCritCoef * critCoef)); }
public double GetDefaultEvadeChance(int level) => PlayerStatsCalculator.CalculateHitChance(GetDefaultEvasion(level), GetDefaultAccuracy(level));
private int GetVitality(int level, double damageValueKoef) => PlayerStatsCalculator.CalculateVitality(level, GetItemsVitality(level, damageValueKoef));
private long GetMaxHealth(int level, double damageValueKoef) => PlayerStatsCalculator.CalculateMaxHealth(level, GetVitality(level, damageValueKoef));
private int GetPower(int level, double damageValueKoef) => PlayerStatsCalculator.CalculatePower(level, GetItemsPower(level, damageValueKoef));
private long GetDefence(int level, double damageValueKoef) => PlayerStatsCalculator.CalculateDefence(level, GetItemsDefence(level, damageValueKoef));
public double GetDefaultDefenceKoef(int level) { var defence = GetDefence(level, GetDefaultItemDamageKoef(level)); return(PlayerStatsCalculator.CalculateDefenceKoef(level, defence)); }
private long GetHealthPerHit(int level, double damageValueKoef) => PlayerStatsCalculator.CalculateHealthPerHit(GetItemsHealthPerHit(level, damageValueKoef));
private double GetCritDamage(int level, double damageValueKoef) => PlayerStatsCalculator.CalculateCritDamage(GetItemsCritDamage(level, damageValueKoef));
private int GetEvasion(int level, double damageValueKoef) => PlayerStatsCalculator.CalculateEvasion(level, GetItemsEvasion(level, damageValueKoef));
private int GetAccuracy(int level, double damageValueKoef) => PlayerStatsCalculator.CalculateAccuracy(level, GetItemsAccuracy(level, damageValueKoef));