public static int NeedToKillLand(Hero _Enemy, bool MaxHp = false) { return((int)Math.Ceiling((MaxHp ? (double)_Enemy.MaximumHealth : (double)_Enemy.Health + (double)_Enemy.HealthRegeneration * 2.0) / (double)DamageManager._LandDemage(_Enemy))); }
public static float _LandDemage(Hero _Enemy) { return(DamageManager._LandDemage() * (1f - Core.Config._QSpell.GetDamageReduction((Unit)_Enemy))); }