Fix melee damage, fix edit ids spell calc
This commit is contained in:
parent
18d21e21ae
commit
f7a1f4fc7e
6 changed files with 115 additions and 121 deletions
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@ -619,7 +619,7 @@
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Spell Damage %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="sdPct" name="sdPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="sdPct" name="sdPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "sdPct-base">
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Original Value: 0
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@ -630,7 +630,7 @@
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Spell Damage Raw:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="sdRaw" name="sdRaw" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="sdRaw" name="sdRaw" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "sdRaw-base">
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Original Value: 0
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@ -641,7 +641,7 @@
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Melee Damage %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="mdPct" name="mdPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="mdPct" name="mdPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "mdPct-base">
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Original Value: 0
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@ -652,7 +652,7 @@
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Melee Damage Raw:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="mdRaw" name="mdRaw" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="mdRaw" name="mdRaw" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "mdRaw-base">
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Original Value: 0
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@ -665,7 +665,7 @@
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Poison:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="poison" name="poison" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="poison" name="poison" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "poison-base">
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Original Value: 0
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@ -676,7 +676,7 @@
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Damage %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="eDamPct" name="eDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="eDamPct" name="eDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "eDamPct-base">
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Original Value: 0
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@ -687,7 +687,7 @@
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Damage %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="tDamPct" name="tDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="tDamPct" name="tDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "tDamPct-base">
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Original Value: 0
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@ -698,7 +698,7 @@
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Damage %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="wDamPct" name="wDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="wDamPct" name="wDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "wDamPct-base">
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Original Value: 0
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@ -711,7 +711,7 @@
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Damage %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="fDamPct" name="fDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="fDamPct" name="fDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "fDamPct-base">
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Original Value: 0
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@ -722,7 +722,7 @@
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Damage %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="aDamPct" name="aDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="aDamPct" name="aDamPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "aDamPct-base">
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Original Value: 0
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@ -733,7 +733,7 @@
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+ Tier:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="atkTier" name="atkTier" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="atkTier" name="atkTier" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "atkTier-base">
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Original Value: 0
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@ -752,7 +752,7 @@
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Defense %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="eDefPct" name="eDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="eDefPct" name="eDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "eDefPct-base">
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Original Value: 0
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@ -763,7 +763,7 @@
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Defense %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="tDefPct" name="tDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="tDefPct" name="tDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "tDefPct-base">
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Original Value: 0
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@ -774,7 +774,7 @@
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Defense %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="wDefPct" name="wDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="wDefPct" name="wDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "wDefPct-base">
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Original Value: 0
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@ -785,7 +785,7 @@
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Defense %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="fDefPct" name="fDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="fDefPct" name="fDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "fDefPct-base">
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Original Value: 0
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@ -798,7 +798,7 @@
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Defense %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="aDefPct" name="aDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="aDefPct" name="aDefPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "aDefPct-base">
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Original Value: 0
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@ -809,7 +809,7 @@
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Health Regen Raw:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="hprRaw" name="hprRaw" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="hprRaw" name="hprRaw" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "hprRaw-base">
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Original Value: 0
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@ -820,7 +820,7 @@
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Health Regen %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="hprPct" name="hprPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="hprPct" name="hprPct" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "hprPct-base">
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Original Value: 0
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@ -831,7 +831,7 @@
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Health Bonus:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="hpBonus" name="hpBonus" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="hpBonus" name="hpBonus" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "hpBonus-base">
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Original Value: 0
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@ -847,7 +847,7 @@
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1st Spell Cost %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="spPct1" name="spPct1" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="spPct1" name="spPct1" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "spPct1-base">
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Original Value: 0
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@ -858,7 +858,7 @@
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2nd Spell Cost %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="spPct2" name="spPct2" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="spPct2" name="spPct2" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "spPct2-base">
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Original Value: 0
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@ -869,7 +869,7 @@
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3rd Spell Cost %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="spPct3" name="spPct3" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="spPct3" name="spPct3" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "spPct3-base">
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Original Value: 0
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@ -880,7 +880,7 @@
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4th Spell Cost %:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="spPct4" name="spPct4" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="spPct4" name="spPct4" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "spPct4-base">
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Original Value: 0
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@ -893,7 +893,7 @@
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1st Spell Cost Raw:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="spRaw1" name="spRaw1" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="spRaw1" name="spRaw1" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "spRaw1-base">
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Original Value: 0
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2nd Spell Cost Raw:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="spRaw2" name="spRaw2" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="spRaw2" name="spRaw2" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "spRaw2-base">
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Original Value: 0
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@ -915,7 +915,7 @@
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3rd Spell Cost Raw:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="spRaw3" name="spRaw3" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="spRaw3" name="spRaw3" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "spRaw3-base">
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Original Value: 0
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@ -926,7 +926,7 @@
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4th Spell Cost Raw:
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</div>
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<div class = "row">
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<input type = "number" placeholder = "0" id="spRaw4" name="spRaw4" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" oninput = "updateStats()"/>
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<input type = "number" placeholder = "0" id="spRaw4" name="spRaw4" value="0" class="border-dark text-light dark-10 rounded scaled-font form-control form-control-sm"/>
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</div>
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<div class = "row" id = "spRaw4-base">
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Original Value: 0
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58
js/build.js
58
js/build.js
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return [this.equipment,this.weapon,this.tomes].flat();
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}
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/* Getters */
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getSpellCost(spellIdx, cost) {
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return Math.max(1, this.getBaseSpellCost(spellIdx, cost));
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}
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getBaseSpellCost(spellIdx, cost) {
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// old intelligence:
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cost = Math.ceil(cost * (1 - skillPointsToPercentage(this.total_skillpoints[2])));
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cost += this.statMap.get("spRaw"+spellIdx);
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return Math.floor(cost * (1 + this.statMap.get("spPct"+spellIdx) / 100));
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}
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/* Get melee stats for build.
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Returns an array in the order:
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*/
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getMeleeStats(){
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const stats = this.statMap;
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const weapon_stats = this.weapon.statMap;
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if (weapon_stats.get("tier") === "Crafted") {
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stats.set("damageBases", [weapon_stats.get("nDamBaseHigh"),weapon_stats.get("eDamBaseHigh"),weapon_stats.get("tDamBaseHigh"),weapon_stats.get("wDamBaseHigh"),weapon_stats.get("fDamBaseHigh"),weapon_stats.get("aDamBaseHigh")]);
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}
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let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier");
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if(adjAtkSpd > 6){
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adjAtkSpd = 6;
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}else if(adjAtkSpd < 0){
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adjAtkSpd = 0;
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}
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let damage_mult = 1;
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if (weapon_stats.get("type") === "relik") {
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damage_mult = 0.99; // CURSE YOU WYNNCRAFT
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//One day we will create WynnWynn and no longer have shaman 99% melee injustice.
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//In all seriousness 99% is because wynn uses 0.33 to estimate dividing the damage by 3 to split damage between 3 beams.
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}
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// 0spellmult for melee damage.
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let results = calculateSpellDamage(stats, [100, 0, 0, 0, 0, 0], stats.get("mdRaw"), stats.get("mdPct"), 0, this.weapon.statMap, this.total_skillpoints, damage_mult * this.damageMultiplier);
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let dex = this.total_skillpoints[1];
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let totalDamNorm = results[0];
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let totalDamCrit = results[1];
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totalDamNorm.push(1-skillPointsToPercentage(dex));
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totalDamCrit.push(skillPointsToPercentage(dex));
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let damages_results = results[2];
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let singleHitTotal = ((totalDamNorm[0]+totalDamNorm[1])*(totalDamNorm[2])
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+(totalDamCrit[0]+totalDamCrit[1])*(totalDamCrit[2]))/2;
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//Now do math
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let normDPS = (totalDamNorm[0]+totalDamNorm[1])/2 * baseDamageMultiplier[adjAtkSpd];
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let critDPS = (totalDamCrit[0]+totalDamCrit[1])/2 * baseDamageMultiplier[adjAtkSpd];
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let avgDPS = (normDPS * (1 - skillPointsToPercentage(dex))) + (critDPS * (skillPointsToPercentage(dex)));
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//[[n n n n] [e e e e] [t t t t] [w w w w] [f f f f] [a a a a] [lowtotal hightotal normalChance] [critlowtotal crithightotal critChance] normalDPS critCPS averageDPS adjAttackSpeed, singleHit]
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return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd, singleHitTotal]).concat(results[3]);
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}
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||||
|
||||
/* Get all stats for this build. Stores in this.statMap.
|
||||
@pre The build itself should be valid. No checking of validity of pieces is done here.
|
||||
|
|
|
@ -260,7 +260,6 @@ class PowderInputNode extends InputNode {
|
|||
}
|
||||
input = input.slice(2);
|
||||
}
|
||||
//console.log("POWDERING: " + powdering);
|
||||
return powdering;
|
||||
}
|
||||
}
|
||||
|
@ -407,7 +406,7 @@ class SpellDisplayNode extends ComputeNode {
|
|||
}
|
||||
|
||||
compute_func(input_map) {
|
||||
const build = input_map.get('build');
|
||||
const stats = input_map.get('stats');
|
||||
const spell_info = input_map.get('spell-info');
|
||||
const damages = input_map.get('spell-damage');
|
||||
const spell = spell_info[0];
|
||||
|
@ -416,10 +415,60 @@ class SpellDisplayNode extends ComputeNode {
|
|||
const i = this.spell_idx;
|
||||
let parent_elem = document.getElementById("spell"+i+"-info");
|
||||
let overallparent_elem = document.getElementById("spell"+i+"-infoAvg");
|
||||
displaySpellDamage(parent_elem, overallparent_elem, build, spell, i+1, spell_parts, damages);
|
||||
displaySpellDamage(parent_elem, overallparent_elem, stats, spell, i+1, spell_parts, damages);
|
||||
}
|
||||
}
|
||||
|
||||
/* Get melee stats for build.
|
||||
Returns an array in the order:
|
||||
*/
|
||||
function getMeleeStats(stats, weapon) {
|
||||
const weapon_stats = weapon.statMap;
|
||||
const skillpoints = [
|
||||
stats.get('str'),
|
||||
stats.get('dex'),
|
||||
stats.get('int'),
|
||||
stats.get('def'),
|
||||
stats.get('agi')
|
||||
];
|
||||
if (weapon_stats.get("tier") === "Crafted") {
|
||||
stats.set("damageBases", [weapon_stats.get("nDamBaseHigh"),weapon_stats.get("eDamBaseHigh"),weapon_stats.get("tDamBaseHigh"),weapon_stats.get("wDamBaseHigh"),weapon_stats.get("fDamBaseHigh"),weapon_stats.get("aDamBaseHigh")]);
|
||||
}
|
||||
let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier");
|
||||
if(adjAtkSpd > 6){
|
||||
adjAtkSpd = 6;
|
||||
}else if(adjAtkSpd < 0){
|
||||
adjAtkSpd = 0;
|
||||
}
|
||||
|
||||
let damage_mult = 1;
|
||||
if (weapon_stats.get("type") === "relik") {
|
||||
damage_mult = 0.99; // CURSE YOU WYNNCRAFT
|
||||
//One day we will create WynnWynn and no longer have shaman 99% melee injustice.
|
||||
//In all seriousness 99% is because wynn uses 0.33 to estimate dividing the damage by 3 to split damage between 3 beams.
|
||||
}
|
||||
// 0spellmult for melee damage.
|
||||
let results = calculateSpellDamage(stats, [100, 0, 0, 0, 0, 0], stats.get("mdRaw"), stats.get("mdPct"), 0, weapon_stats, skillpoints, damage_mult);
|
||||
|
||||
let dex = skillpoints[1];
|
||||
|
||||
let totalDamNorm = results[0];
|
||||
let totalDamCrit = results[1];
|
||||
totalDamNorm.push(1-skillPointsToPercentage(dex));
|
||||
totalDamCrit.push(skillPointsToPercentage(dex));
|
||||
let damages_results = results[2];
|
||||
|
||||
let singleHitTotal = ((totalDamNorm[0]+totalDamNorm[1])*(totalDamNorm[2])
|
||||
+(totalDamCrit[0]+totalDamCrit[1])*(totalDamCrit[2]))/2;
|
||||
|
||||
//Now do math
|
||||
let normDPS = (totalDamNorm[0]+totalDamNorm[1])/2 * baseDamageMultiplier[adjAtkSpd];
|
||||
let critDPS = (totalDamCrit[0]+totalDamCrit[1])/2 * baseDamageMultiplier[adjAtkSpd];
|
||||
let avgDPS = (normDPS * (1 - skillPointsToPercentage(dex))) + (critDPS * (skillPointsToPercentage(dex)));
|
||||
//[[n n n n] [e e e e] [t t t t] [w w w w] [f f f f] [a a a a] [lowtotal hightotal normalChance] [critlowtotal crithightotal critChance] normalDPS critCPS averageDPS adjAttackSpeed, singleHit]
|
||||
return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd, singleHitTotal]).concat(results[3]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Display build stats.
|
||||
*
|
||||
|
@ -434,7 +483,9 @@ class BuildDisplayNode extends ComputeNode {
|
|||
displayBuildStats('overall-stats', build, build_all_display_commands, stats);
|
||||
displayBuildStats("offensive-stats", build, build_offensive_display_commands, stats);
|
||||
displaySetBonuses("set-info", build);
|
||||
let meleeStats = build.getMeleeStats();
|
||||
let meleeStats = getMeleeStats(stats, build.weapon);
|
||||
// TODO: move weapon out?
|
||||
console.log(meleeStats);
|
||||
displayMeleeDamage(document.getElementById("build-melee-stats"), document.getElementById("build-melee-statsAvg"), meleeStats);
|
||||
|
||||
displayDefenseStats(document.getElementById("defensive-stats"), stats);
|
||||
|
@ -541,7 +592,6 @@ class DisplayBuildWarningsNode extends ComputeNode {
|
|||
}
|
||||
for (const [setName, count] of build.activeSetCounts) {
|
||||
const bonus = sets.get(setName).bonuses[count-1];
|
||||
// console.log(setName);
|
||||
if (bonus["illegal"]) {
|
||||
let setWarning = document.createElement("p");
|
||||
setWarning.classList.add("itemp");
|
||||
|
@ -606,7 +656,6 @@ class SkillPointSetterNode extends ComputeNode {
|
|||
}
|
||||
|
||||
compute_func(input_map) {
|
||||
console.log("mmm");
|
||||
if (input_map.size !== 1) { throw "SkillPointSetterNode accepts exactly one input (build)"; }
|
||||
const [build] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
|
||||
for (const [idx, elem] of skp_order.entries()) {
|
||||
|
@ -656,6 +705,7 @@ class SumNumberInputNode extends InputNode {
|
|||
let item_nodes = [];
|
||||
let powder_nodes = [];
|
||||
let spelldmg_nodes = [];
|
||||
let edit_input_nodes = [];
|
||||
|
||||
function builder_graph_init() {
|
||||
// Phase 1/2: Set up item input, propagate updates, etc.
|
||||
|
@ -714,7 +764,6 @@ function builder_graph_init() {
|
|||
// Create one node that will be the "aggregator node" (listen to all the editable id nodes, as well as the build_node (for non editable stats) and collect them into one statmap)
|
||||
let stat_agg_node = new AggregateStatsNode();
|
||||
stat_agg_node.link_to(build_node, 'build').link_to(item_nodes[8], 'weapon');
|
||||
let edit_input_nodes = [];
|
||||
for (const field of editable_item_fields) {
|
||||
// Create nodes that listens to each editable id input, the node name should match the "id"
|
||||
const elem = document.getElementById(field);
|
||||
|
@ -753,7 +802,7 @@ function builder_graph_init() {
|
|||
spelldmg_nodes.push(calc_node);
|
||||
|
||||
let display_node = new SpellDisplayNode(i);
|
||||
display_node.link_to(build_node, 'build'); // TODO: same here..
|
||||
display_node.link_to(stat_agg_node, 'stats'); // TODO: same here..
|
||||
display_node.link_to(spell_node, 'spell-info');
|
||||
display_node.link_to(calc_node, 'spell-damage');
|
||||
}
|
||||
|
|
|
@ -105,7 +105,7 @@ function calculateSpellDamage(stats, spellConversions, rawModifier, pctModifier,
|
|||
let staticBoost = (pctModifier / 100.);
|
||||
let skillBoost = [0];
|
||||
for (let i in total_skillpoints) {
|
||||
skillBoost.push(skillPointsToPercentage(total_skillpoints[i]) + buildStats.get("damageBonus")[i] / 100.);
|
||||
skillBoost.push(skillPointsToPercentage(total_skillpoints[i]) + buildStats.get(skp_elements[i]+"DamPct") / 100.);
|
||||
}
|
||||
|
||||
for (let i in damages) {
|
||||
|
|
|
@ -941,46 +941,45 @@ function displayExpandedIngredient(ingred, parent_id) {
|
|||
}
|
||||
}
|
||||
|
||||
function displayNextCosts(spell, build, weapon) {
|
||||
let int = build.total_skillpoints[2];
|
||||
let spells = spell_table[weapon.get("type")];
|
||||
function displayNextCosts(_stats, spell, spellIdx) {
|
||||
let stats = new Map(_stats);
|
||||
let intel = stats.get('int');
|
||||
|
||||
let row = document.createElement("div");
|
||||
row.classList.add("spellcost-tooltip");
|
||||
let init_cost = document.createElement("b");
|
||||
init_cost.textContent = build.getSpellCost(spells.indexOf(spell) + 1, spell.cost);
|
||||
init_cost.textContent = getSpellCost(stats, spellIdx, spell.cost);
|
||||
init_cost.classList.add("Mana");
|
||||
let arrow = document.createElement("b");
|
||||
arrow.textContent = "\u279C";
|
||||
let next_cost = document.createElement("b");
|
||||
next_cost.textContent = (init_cost.textContent === "1" ? 1 : build.getSpellCost(spells.indexOf(spell) + 1, spell.cost) - 1);
|
||||
next_cost.textContent = (init_cost.textContent === "1" ? 1 : getSpellCost(stats, spellIdx, spell.cost) - 1);
|
||||
next_cost.classList.add("Mana");
|
||||
let int_needed = document.createElement("b");
|
||||
if (init_cost.textContent === "1") {
|
||||
int_needed.textContent = ": n/a (+0)";
|
||||
}else { //do math
|
||||
let target = build.getSpellCost(spells.indexOf(spell) + 1, spell.cost) - 1;
|
||||
let needed = int;
|
||||
let target = getSpellCost(stats, spellIdx, spell.cost) - 1;
|
||||
let needed = intel;
|
||||
let noUpdate = false;
|
||||
//forgive me... I couldn't inverse ceil, floor, and max.
|
||||
while (build.getSpellCost(spells.indexOf(spell) + 1, spell.cost) > target) {
|
||||
while (getSpellCost(stats, spellIdx, spell.cost) > target) {
|
||||
if(needed > 150) {
|
||||
noUpdate = true;
|
||||
break;
|
||||
}
|
||||
needed++;
|
||||
build.total_skillpoints[2] = needed;
|
||||
stats.set('int', stats.get('int') + 1);
|
||||
}
|
||||
let missing = needed - int;
|
||||
let missing = needed - intel;
|
||||
//in rare circumstances, the next spell cost can jump.
|
||||
if (noUpdate) {
|
||||
next_cost.textContent = (init_cost.textContent === "1" ? 1 : build.getSpellCost(spells.indexOf(spell) + 1, spell.cost)-1);
|
||||
next_cost.textContent = (init_cost.textContent === "1" ? 1 : getSpellCost(stats, spellIdx, spell.cost)-1);
|
||||
}else {
|
||||
next_cost.textContent = (init_cost.textContent === "1" ? 1 : build.getSpellCost(spells.indexOf(spell) + 1, spell.cost));
|
||||
next_cost.textContent = (init_cost.textContent === "1" ? 1 : getSpellCost(stats, spellIdx, spell.cost));
|
||||
}
|
||||
|
||||
|
||||
build.total_skillpoints[2] = int;//forgive me pt 2
|
||||
int_needed.textContent = ": " + (needed > 150 ? ">150" : needed) + " int (+" + (needed > 150 ? "n/a" : missing) + ")";
|
||||
}
|
||||
|
||||
|
@ -1583,12 +1582,23 @@ function displayPowderSpecials(parent_elem, powderSpecials, build) {
|
|||
}
|
||||
}
|
||||
|
||||
function displaySpellDamage(parent_elem, overallparent_elem, build, spell, spellIdx, spell_parts, damages) {
|
||||
function getSpellCost(stats, spellIdx, cost) {
|
||||
return Math.max(1, getBaseSpellCost(stats, spellIdx, cost));
|
||||
}
|
||||
|
||||
function getBaseSpellCost(stats, spellIdx, cost) {
|
||||
// old intelligence:
|
||||
cost = Math.ceil(cost * (1 - skillPointsToPercentage(stats.get('int'))));
|
||||
cost += stats.get("spRaw"+spellIdx);
|
||||
return Math.floor(cost * (1 + stats.get("spPct"+spellIdx) / 100));
|
||||
}
|
||||
|
||||
|
||||
function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spellIdx, spell_parts, damages) {
|
||||
// TODO: remove spellIdx (just used to flag melee and cost)
|
||||
// TODO: move cost calc out
|
||||
parent_elem.textContent = "";
|
||||
|
||||
const stats = build.statMap;
|
||||
let title_elem = document.createElement("p");
|
||||
|
||||
overallparent_elem.textContent = "";
|
||||
|
@ -1601,21 +1611,15 @@ function displaySpellDamage(parent_elem, overallparent_elem, build, spell, spell
|
|||
title_elemavg.appendChild(first);
|
||||
|
||||
let second = document.createElement("span");
|
||||
second.textContent = build.getSpellCost(spellIdx, spell.cost);
|
||||
second.textContent = getSpellCost(stats, spellIdx, spell.cost);
|
||||
second.classList.add("Mana");
|
||||
|
||||
let int_redux = skillPointsToPercentage(build.total_skillpoints[2]).toFixed(2);
|
||||
let spPct_redux = (build.statMap.get("spPct" + spellIdx)/100).toFixed(2);
|
||||
let spRaw_redux = (build.statMap.get("spRaw" + spellIdx)).toFixed(2);
|
||||
spPct_redux >= 0 ? spPct_redux = "+ " + spPct_redux : spPct_redux = "- " + Math.abs(spPct_redux);
|
||||
spRaw_redux >= 0 ? spRaw_redux = "+ " + spRaw_redux : spRaw_redux = "- " + Math.abs(spRaw_redux);
|
||||
|
||||
title_elem.appendChild(second.cloneNode(true));
|
||||
title_elemavg.appendChild(second);
|
||||
|
||||
|
||||
let third = document.createElement("span");
|
||||
third.textContent = ") [Base: " + build.getBaseSpellCost(spellIdx, spell.cost) + " ]";
|
||||
third.textContent = ") [Base: " + getBaseSpellCost(stats, spellIdx, spell.cost) + " ]";
|
||||
title_elem.appendChild(third);
|
||||
let third_summary = document.createElement("span");
|
||||
third_summary.textContent = ")";
|
||||
|
@ -1629,9 +1633,9 @@ function displaySpellDamage(parent_elem, overallparent_elem, build, spell, spell
|
|||
parent_elem.append(title_elem);
|
||||
overallparent_elem.append(title_elemavg);
|
||||
|
||||
overallparent_elem.append(displayNextCosts(spell, build, build.weapon.statMap));
|
||||
overallparent_elem.append(displayNextCosts(stats, spell, spellIdx));
|
||||
|
||||
let critChance = skillPointsToPercentage(build.total_skillpoints[1]);
|
||||
let critChance = skillPointsToPercentage(stats.get('dex'));
|
||||
|
||||
let save_damages = [];
|
||||
|
||||
|
@ -1650,7 +1654,6 @@ function displaySpellDamage(parent_elem, overallparent_elem, build, spell, spell
|
|||
part_div.append(subtitle_elem);
|
||||
|
||||
if (part.type === "damage") {
|
||||
//console.log(build.expandedStats);
|
||||
let _results = damage;
|
||||
let totalDamNormal = _results[0];
|
||||
let totalDamCrit = _results[1];
|
||||
|
|
|
@ -40,7 +40,7 @@ function optimizeStrDex() {
|
|||
for (const part of spell_parts) {
|
||||
if (part.type === "damage") {
|
||||
let _results = calculateSpellDamage(stats, part.conversion,
|
||||
stats.get("sdRaw"), stats.get("sdPct") + player_build.externalStats.get("sdPct"),
|
||||
stats.get("sdRaw"), stats.get("sdPct"),
|
||||
part.multiplier / 100, player_build.weapon, total_skillpoints,
|
||||
player_build.damageMultiplier, player_build.externalStats);
|
||||
let totalDamNormal = _results[0];
|
||||
|
|
Loading…
Reference in a new issue