Ejemplo n.º 1
0
void Player::UpdateCritPercentage(WeaponAttackType attType)
{
    BaseModGroup modGroup;
    uint16 index;
    CombatRating cr;

    switch (attType)
    {
        case OFF_ATTACK:
            modGroup = OFFHAND_CRIT_PERCENTAGE;
            index = PLAYER_OFFHAND_CRIT_PERCENTAGE;
            cr = CR_CRIT_MELEE;
            break;
        case RANGED_ATTACK:
            modGroup = RANGED_CRIT_PERCENTAGE;
            index = PLAYER_RANGED_CRIT_PERCENTAGE;
            cr = CR_CRIT_RANGED;
            break;
        case BASE_ATTACK:
        default:
            modGroup = CRIT_PERCENTAGE;
            index = PLAYER_CRIT_PERCENTAGE;
            cr = CR_CRIT_MELEE;
            break;
    }

    float value = GetTotalPercentageModValue(modGroup) + GetRatingBonusValue(cr);
    // Modify crit from weapon skill and maximized defense skill of same level victim difference
    value += (int32(GetMaxSkillValueForLevel()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
    value = value < 0.0f ? 0.0f : value;
    SetStatFloatValue(index, value);
}
Ejemplo n.º 2
0
void Player::UpdateDodgePercentage()
{
    const float dodge_cap[MAX_CLASSES] =
    {
        88.129021f,     // Warrior
        88.129021f,     // Paladin
        145.560408f,    // Hunter
        145.560408f,    // Rogue
        150.375940f,    // Priest
        88.129021f,     // DK
        145.560408f,    // Shaman
        150.375940f,    // Mage
        150.375940f,    // Warlock
        0.0f,           // ??
        116.890707f     // Druid
    };

    float diminishing = 0.0f, nondiminishing = 0.0f;
    GetDodgeFromAgility(diminishing, nondiminishing);
    // Modify value from defense skill (only bonus from defense rating diminishes)
    nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
    diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
    // Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
    nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
    // Dodge from rating
    diminishing += GetRatingBonusValue(CR_DODGE);
    // apply diminishing formula to diminishing dodge chance
    uint32 pclass = getClass()-1;
    float value = nondiminishing + (diminishing * dodge_cap[pclass] / (diminishing + dodge_cap[pclass] * m_diminishing_k[pclass]));

    value = value < 0.0f ? 0.0f : value;
    SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}
Ejemplo n.º 3
0
float Player::GetMissPercentageFromDefence() const
{
    float const miss_cap[MAX_CLASSES] =
    {
        16.00f,     // Warrior //correct
        16.00f,     // Paladin //correct
        16.00f,     // Hunter  //?
        16.00f,     // Rogue   //?
        16.00f,     // Priest  //?
        16.00f,     // DK      //correct
        16.00f,     // Shaman  //?
        16.00f,     // Mage    //?
        16.00f,     // Warlock //?
        0.0f,       // ??
        16.00f      // Druid   //?
    };

    float diminishing = 0.0f, nondiminishing = 0.0f;
    // Modify value from defense skill (only bonus from defense rating diminishes)
    nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
    diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;

    // apply diminishing formula to diminishing miss chance
    uint32 pclass = getClass()-1;
    return nondiminishing + (diminishing * miss_cap[pclass] / (diminishing + miss_cap[pclass] * m_diminishing_k[pclass]));
}
Ejemplo n.º 4
0
void Player::UpdateCritPercentage(WeaponAttackType attType)
{
    BaseModGroup modGroup;
    uint16 index;

    switch (attType)
    {
        case RANGED_ATTACK:
            modGroup = RANGED_CRIT_PERCENTAGE;
            index = PLAYER_RANGED_CRIT_PERCENTAGE;
            break;
        case BASE_ATTACK:
            modGroup = CRIT_PERCENTAGE;
            index = PLAYER_CRIT_PERCENTAGE;
            break;
        case OFF_ATTACK:                                    // client have only main hand crit
        default:
            return;
    }

    float value = GetTotalPercentageModValue(modGroup);
    // Modify crit from weapon skill and maximized defense skill of same level victim difference
    value += (int32(GetWeaponSkillValue(attType)) - int32(GetMaxSkillValueForLevel())) * 0.04f;
    value = value < 0.0f ? 0.0f : value;
    SetStatFloatValue(index, value);
}
Ejemplo n.º 5
0
void Player::UpdateDodgePercentage()
{
    // Dodge from agility
    float value = GetDodgeFromAgility();
    // Modify value from defense skill
    value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
    // Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
    value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
    value = value < 0.0f ? 0.0f : value;
    SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}
Ejemplo n.º 6
0
void Player::UpdateParryPercentage()
{
    // Base parry
    float value  = 5.0f;
    // Modify value from defense skill
    value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
    // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
    value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
    // Parry from rating
    value += GetRatingBonusValue(CR_PARRY);
    value = value < 0.0f ? 0.0f : value;
    SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}
Ejemplo n.º 7
0
void Player::UpdateBlockPercentage()
{
    // No block
    float value = 0.0f;
    if (CanBlock())
    {
        // Base value
        value = 5.0f;
        // Modify value from defense skill
        value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
        // Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
        value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
        value = value < 0.0f ? 0.0f : value;
    }
    SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value);
}
Ejemplo n.º 8
0
void Player::UpdateDodgePercentage()
{
    // Base dodge
    float value = (getClass() < MAX_CLASSES) ? PLAYER_BASE_DODGE[getClass()] : 0.0f;
    // Dodge from agility
    value += GetDodgeFromAgility(GetStat(STAT_AGILITY));
    // Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
    value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
    // Dodge from rating
    value += GetRatingBonusValue(CR_DODGE);
    // Set current dodge chance
    m_modDodgeChance = value;
    // Set UI display value: modify value from defense skill against same level target
    value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
    SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, std::max(0.0f, std::min(value, 100.0f)));
}
Ejemplo n.º 9
0
void Player::UpdateBlockPercentage()
{
    float value = 0.0f;
    float real = 0.0f;
    if (CanBlock())
    {
        // Base value
        value = 5.0f;
        // Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
        value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
        // Increase from rating
        value += GetRatingBonusValue(CR_BLOCK);
        real = value;
        // Set UI display value: modify value from defense skill against same level target
        value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
    }
    m_modBlockChance = real;
    SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, std::max(0.0f, std::min(value, 100.0f)));
}
Ejemplo n.º 10
0
void Player::UpdateParryPercentage()
{
    float value = 0.0f;
    float real = 0.0f;
    if (CanParry())
    {
        // Base parry
        value  = 5.0f;
        // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
        value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
        // Parry from rating
        value += GetRatingBonusValue(CR_PARRY);
        real = value;
        // Set UI display value: modify value from defense skill against same level target
        value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
    }
    // Set current dodge chance
    m_modParryChance = real;
    SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, std::max(0.0f, std::min(value, 100.0f)));
}
Ejemplo n.º 11
0
void Player::UpdateParryPercentage()
{ 
    const float parry_cap[MAX_CLASSES] =
    {
        47.003525f,     // Warrior
        47.003525f,     // Paladin
        145.560408f,    // Hunter
        145.560408f,    // Rogue
        0.0f,           // Priest
        47.003525f,     // DK
        145.560408f,    // Shaman
        0.0f,           // Mage
        0.0f,           // Warlock
        0.0f,           // ??
        0.0f            // Druid
    };

    // No parry
    float value = 0.0f;
	m_realParry = 0.0f;
    uint32 pclass = getClass()-1;
    if (CanParry() && parry_cap[pclass] > 0.0f)
    {
        float nondiminishing  = 5.0f;
        // Parry from rating
        float diminishing = GetRatingBonusValue(CR_PARRY);
        // Modify value from defense skill (only bonus from defense rating diminishes)
        nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
        diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
        // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
        nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
        // apply diminishing formula to diminishing parry chance
        m_realParry = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
        m_realParry = m_realParry < 0.0f ? 0.0f : m_realParry;

		value = std::max(diminishing + nondiminishing, 0.0f);
    }

    SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}