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damage.js
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damage.js
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exports.Classes = { WAR: 2, CLR: 4, PAL: 8, RNG: 16, SHD: 32, DRU: 64, MNK: 128, BRD: 256, ROG: 512, SHM: 1024, NEC: 2048, WIZ: 4096, MAG: 8192, ENC: 16384, BST: 32768, BER: 65536 };
// 250 Luck = 47% -> 50%
// 200 Luck = 42% -> 45%
// 150 Luck = 37% -> 40%
// 80 Luck = 30% -> 33%
// 70 Luck = 29% -> 32%
// 60 Luck = 27% -> 32%
exports.LuckValues = [ [5, 10], [10, 15], [15, 20], [20, 25], [22, 27], [25, 30], [27, 32], [29, 32], [30, 33], [31, 34], [32, 35], [33, 36], [34, 37], [35, 38], [36, 39], [37, 40], [38, 41], [39, 42], [40, 43], [41, 44], [42, 45], [43, 46], [44, 47], [45, 48], [46, 49], [47, 50] ];
exports.MaxHitsTypes = { OUTGOING: 4, MATCHING: 7 };
exports.TickLength = 6000;
exports.roundAsDec32 = (value) => Math.round(+(value.toFixed(7)));
exports.randomInRange = (x, y) =>
{
let high = x > y ? x : y;
let low = x < y ? x : y;
return Math.floor(Math.random() * (high - low + 1)) + low;
}
exports.calculateDamage = (playerLevel, wornSpellDamage, spell, baseDamage, luck, isNuke, ticks, finalEffects) =>
{
// SPA 413 focuses base damage but is rounded differently for DoTs
let spa413 = finalEffects.spa413 * baseDamage / 100;
let effectiveDamage = baseDamage + (isNuke ? Math.trunc(spa413) : exports.roundAsDec32(spa413));
// start adding up damage that will be used in a crit
let beforeCritDamage = effectiveDamage;
// damage that does not crit for either Nuke or DoT
let afterCritDamage = Math.trunc(finalEffects.spa286 / ticks);
if (isNuke)
{
// spell damage will only crit for a Nuke
beforeCritDamage += Math.trunc(exports.calculateSpellDamage(playerLevel, baseDamage, wornSpellDamage, spell));
// SPA 302 will crit for a Nuke
beforeCritDamage += Math.trunc(effectiveDamage * finalEffects.spa302 / 100);
// SPA 124 does not crit for a Nuke
afterCritDamage += Math.trunc(effectiveDamage * finalEffects.spa124 / 100);
}
else
{
// SPA 124 will crit for a DoT
beforeCritDamage += Math.trunc(effectiveDamage * finalEffects.spa124 / 100);
// SPA 461 will crit for a DoT and it will also focus SPA 124
beforeCritDamage += Math.trunc(beforeCritDamage * finalEffects.spa461 / 100);
// SPA 302 will crit for a DoT and it will also focus SPA 461 and SPA 124
beforeCritDamage += Math.trunc(beforeCritDamage * finalEffects.spa302 / 100);
}
// SPA 296 amount is based on effective damage
let spa296 = Math.trunc(finalEffects.spa296 * effectiveDamage / 100);
// SPA 296, 297, and 303 all crit as well
beforeCritDamage += spa296 + finalEffects.spa297 + Math.trunc(finalEffects.spa303 / ticks);
// did the spell crit?
let critChance = spell.fixedCritChance >= 0 ? spell.fixedCritChance : (isNuke ? finalEffects.nukeCritChance : finalEffects.doTCritChance);
let crit = Math.random() * 100 <= critChance;
let lucky = crit && (Math.random() * 100 <= finalEffects.luckChance);
// add lucky crit multiplier?
let luckyCritMultiplier = lucky ? exports.randomInRange(exports.LuckValues[luck][0] * 100, exports.LuckValues[luck][1] * 100) / 100 : 0;
// calculate crit damage
let critMultiplier = luckyCritMultiplier + (isNuke ? finalEffects.nukeCritMultiplier : finalEffects.doTCritMultiplier);
let critDamage = crit ? exports.roundAsDec32(beforeCritDamage * critMultiplier / 100) : 0;
// get total so far
let total = beforeCritDamage + critDamage + afterCritDamage;
// SPA 461 for a Nuke will focus all damage to this point
total += isNuke ? Math.trunc(total * finalEffects.spa461 / 100) : 0;
// SPA 483 amount is based on effective damage
let spa483 = Math.trunc(finalEffects.spa483 * effectiveDamage / 100);
// SPA 462, 483, 484 and 507 are added to the end and not focused by anything else
total += spa483 + Math.trunc(finalEffects.spa462 / ticks) + Math.trunc(finalEffects.spa484 / ticks);
total += exports.roundAsDec32(finalEffects.spa507 * effectiveDamage / 1000); // 1000 is correct
return { amount: total, crit: crit, lucky: lucky };
}
exports.calculateSpellDamage = (playerLevel, baseDamage, wornSpellDamage, spell) =>
{
let spellDamage = 0;
if ((playerLevel - spell.level) < 10)
{
let totalCastTime = spell.castTime + ((spell.recastTime > spell.lockoutTime) ? spell.recastTime : spell.lockoutTime);
spellDamage = wornSpellDamage * exports.calculateScalingMultiplier(totalCastTime);
}
return spellDamage > baseDamage ? 1 : spellDamage;
}
exports.calculateScalingMultiplier = (castTime) =>
{
let multiplier = 0.25;
if (castTime >= 2500 && castTime <= 7000)
{
multiplier = (castTime - 1000) / 1000 * 1 / 6;
}
else if (castTime > 7000)
{
multiplier = castTime / 7000;
}
return multiplier;
}
exports.calculateValue = (calc, base1, max, tick, playerLevel) =>
{
// default to base1 or max depending on normal calc values
let result = (calc === 100 && max > 0 && base1 > max) ? max : base1;
if (calc !== 0 && calc !== 100 && calc !== 3000) // 3000 unknown?
{
let change = 0;
switch (calc)
{
case 101:
change = playerLevel / 2;
break;
case 102:
change = playerLevel;
break;
case 103:
change = playerLevel * 2;
break;
case 104:
change = playerLevel * 3;
break;
case 105:
change = playerLevel * 4;
break;
case 107:
change = -1 * tick;
break;
case 108:
change = -2 * tick;
break;
case 109:
change = playerLevel / 4;
break;
case 110:
change = playerLevel / 6;
break;
case 111:
change = (playerLevel > 16) ? (playerLevel - 16) * 6 : change;
break;
case 112:
change = (playerLevel > 24) ? (playerLevel - 24) * 8 : change;
break;
case 113:
change = (playerLevel > 34) ? (playerLevel - 34) * 10 : change;
break;
case 114:
change = (playerLevel > 44) ? (playerLevel - 44) * 15 : change;
break;
case 115:
change = (playerLevel > 15) ? (playerLevel - 15) * 7 : change;
break;
case 116:
change = (playerLevel > 24) ? (playerLevel - 24) * 10 : change;
break;
case 117:
change = (playerLevel > 34) ? (playerLevel - 34) * 13 : change;
break;
case 118:
change = (playerLevel > 44) ? (playerLevel - 44) * 20 : change;
break;
case 119:
change = playerLevel / 8;
break;
case 120:
change = -5 * tick;
break;
case 121:
change = playerLevel / 3;
break;
case 122:
change = -12 * tick;
break;
case 123:
change = exports.randomInRange(Math.abs(max), Math.abs(base1));
break;
case 124:
change = (playerLevel > 50) ? playerLevel - 50 : change;
break;
case 125:
change = (playerLevel > 50) ? (playerLevel - 50) * 2 : change;
break;
case 126:
change = (playerLevel > 50) ? (playerLevel - 50) * 3 : change;
break;
case 127:
change = (playerLevel > 50) ? (playerLevel - 50) * 4 : change;
break;
case 128:
change = (playerLevel > 50) ? (playerLevel - 50) * 5 : change;
break;
case 129:
change = (playerLevel > 50) ? (playerLevel - 50) * 10 : change;
break;
case 130:
change = (playerLevel > 50) ? (playerLevel - 50) * 15 : change;
break;
case 131:
change = (playerLevel > 50) ? (playerLevel - 50) * 20 : change;
break;
case 132:
change = (playerLevel > 50) ? (playerLevel - 50) * 25 : change;
break;
case 139:
change = (playerLevel > 30) ? (playerLevel - 30) / 2 : change;
break;
case 140:
change = (playerLevel > 30) ? playerLevel - 30 : change;
break;
case 141:
change = (playerLevel > 30) ? 3 * (playerLevel - 30) / 2 : change;
break;
case 142:
change = (playerLevel > 30) ? 2 * (playerLevel - 60) : change;
break;
case 143:
change = 3 * playerLevel / 4;
break;
default:
if (calc > 0 && calc < 1000)
{
change = playerLevel * calc;
}
else if (calc >= 1000 && calc < 2000)
{
change = tick * (calc - 1000) * -1;
}
else if (calc >= 2000)
{
change = playerLevel * (calc - 2000);
}
break;
}
result = Math.abs(base1) + Math.floor(change);
if (max !== 0 && result > Math.abs(max))
{
result = Math.abs(max);
}
if (base1 < 0)
{
result = -result;
}
}
return result;
}