private void CalculateThreat() { // Base threat is always going to be the damage of the ability, if it is damaging float abilityThreat = Damage; float holyThreatModifier = 1.8f; switch (Ability) { case Ability.ShieldOfRighteousness: case Ability.HammerOfTheRighteous: case Ability.SealOfVengeance: case Ability.HolyVengeance: case Ability.JudgementOfVengeance: case Ability.SealOfRighteousness: case Ability.JudgementOfRighteousness: case Ability.Exorcism: case Ability.HammerOfWrath: case Ability.AvengersShield: case Ability.HolyShield: case Ability.RetributionAura: case Ability.Consecration: case Ability.HolyWrath: abilityThreat *= holyThreatModifier; break; } abilityThreat *= Lookup.StanceThreatMultipler(Character, Stats); Threat = abilityThreat; }