171 lines
8.7 KiB
JavaScript
171 lines
8.7 KiB
JavaScript
// Calculate spell damage given a spell elemental conversion table, and a spell multiplier.
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// If spell mult is 0, its melee damage and we don't multiply by attack speed.
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function calculateSpellDamage(stats, spellConversions, rawModifier, pctModifier, spellMultiplier, weapon, total_skillpoints) {
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// Array of neutral + ewtfa damages. Each entry is a pair (min, max).
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let damages = [];
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for (const damage_string of stats.get("damageRaw")) {
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const damage_vals = damage_string.split("-").map(Number);
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damages.push(damage_vals);
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}
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// Applying powder.
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let neutralBase = damages[0].slice();
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let neutralRemainingRaw = damages[0];
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for (let i = 0; i < 5; ++i) {
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let conversionRatio = spellConversions[i+1]/100;
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let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
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let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
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damages[i+1][0] = Math.floor(damages[i+1][0] + min_diff);
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damages[i+1][1] = Math.floor(damages[i+1][1] + max_diff);
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neutralRemainingRaw[0] = Math.floor(neutralRemainingRaw[0] - min_diff);
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neutralRemainingRaw[1] = Math.floor(neutralRemainingRaw[1] - max_diff);
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}
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//console.log(damages);
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let rawBoosts = [[0, 0], [0, 0], [0, 0], [0, 0], [0, 0]];
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for (const powderID of weapon.get("powders")) {
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const powder = powderStats[powderID];
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// Bitwise to force conversion to integer (integer division).
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const element = (powderID/6) | 0;
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let conversionRatio = powder.convert/100;
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if (neutralRemainingRaw[0] > 0) {
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let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
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let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
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damages[element+1][0] = Math.floor(damages[element+1][0] + min_diff);
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damages[element+1][1] = Math.floor(damages[element+1][1] + max_diff);
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neutralRemainingRaw[0] = Math.floor(neutralRemainingRaw[0] - min_diff);
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neutralRemainingRaw[1] = Math.floor(neutralRemainingRaw[1] - max_diff);
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}
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damages[element+1][0] += powder.min;
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damages[element+1][1] += powder.max;
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}
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let damageMult = 1;
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// If we are doing melee calculations:
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if (spellMultiplier == 0) {
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spellMultiplier = 1;
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}
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else {
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damageMult *= spellMultiplier * baseDamageMultiplier[attackSpeeds.indexOf(stats.get("atkSpd"))];
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}
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//console.log(damages);
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//console.log(damageMult);
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rawModifier *= spellMultiplier;
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let totalDamNorm = [rawModifier, rawModifier];
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let totalDamCrit = [rawModifier, rawModifier];
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let damages_results = [];
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// 0th skillpoint is strength, 1st is dex.
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let str = total_skillpoints[0];
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let staticBoost = (pctModifier / 100.) + skillPointsToPercentage(str);
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let skillBoost = [0];
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for (let i in total_skillpoints) {
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skillBoost.push(skillPointsToPercentage(total_skillpoints[i]) + stats.get("damageBonus")[i] / 100.);
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}
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for (let i in damages) {
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let damageBoost = 1 + skillBoost[i] + staticBoost;
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damages_results.push([
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Math.max(damages[i][0] * damageBoost * damageMult, 0), // Normal min
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Math.max(damages[i][1] * damageBoost * damageMult, 0), // Normal max
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Math.max(damages[i][0] * (1 + damageBoost) * damageMult, 0), // Crit min
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Math.max(damages[i][1] * (1 + damageBoost) * damageMult, 0), // Crit max
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]);
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totalDamNorm[0] += damages_results[i][0];
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totalDamNorm[1] += damages_results[i][1];
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totalDamCrit[0] += damages_results[i][2];
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totalDamCrit[1] += damages_results[i][3];
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}
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damages_results[0][0] += rawModifier;
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damages_results[0][1] += rawModifier;
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damages_results[0][2] += rawModifier;
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damages_results[0][3] += rawModifier;
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return [totalDamNorm, totalDamCrit, damages_results];
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}
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const spell_table = {
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"wand": [
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{ title: "Heal", cost: 6, parts: [
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{ subtitle: "First Pulse", type: "heal", strength: 0.2 },
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{ subtitle: "Second and Third Pulses", type: "heal", strength: 0.05 },
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{ subtitle: "Total Heal", type: "heal", strength: 0.3 }
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] },
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{ title: "Teleport", cost: 4, parts: [
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{ subtitle: "", type: "damage", multiplier: 100, conversion: [60, 0, 40, 0, 0, 0] },
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] },
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{ title: "Meteor", cost: 8, parts: [
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{ subtitle: "Blast Damage", type: "damage", multiplier: 500, conversion: [40, 30, 0, 0, 30, 0] },
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{ subtitle: "Burn Damage", type: "damage", multiplier: 125, conversion: [40, 30, 0, 0, 30, 0] },
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] },
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{ title: "Ice Snake", cost: 4, parts: [
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{ subtitle: "", type: "damage", multiplier: 70, conversion: [50, 0, 0, 50, 0, 0] },
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] },
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],
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"spear": [
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{ title: "Bash", cost: 6, parts: [
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{ subtitle: "First Damage", type: "damage", multiplier: 130, conversion: [60, 40, 0, 0, 0, 0]},
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{ subtitle: "Explosion Damage", type: "damage", multiplier: 130, conversion: [100, 0, 0, 0, 0, 0]},
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] },
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{ title: "Charge", cost: 4, parts: [
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{ subtitle: "", type: "damage", multiplier: 150, conversion: [60, 0, 0, 0, 40, 0] },
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] },
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{ title: "Uppercut", cost: 10, parts: [
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{ subtitle: "First Damage", type: "damage", multiplier: 300, conversion: [70, 20, 10, 0, 0, 0] },
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{ subtitle: "Fireworks Damage", type: "damage", multiplier: 50, conversion: [60, 0, 40, 0, 0, 0] },
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{ subtitle: "Crash Damage", type: "damage", multiplier: 50, conversion: [80, 0, 20, 0, 0, 0] },
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] },
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{ title: "War Scream", cost: 6, parts: [
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{ subtitle: "Area Damage", type: "damage", multiplier: 50, conversion: [0, 0, 0, 0, 75, 25] },
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{ subtitle: "Air Shout (Per Hit)", type: "damage", multiplier: 30, conversion: [0, 0, 0, 0, 75, 25] },
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] },
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],
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"bow": [
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{ title: "Arrow Storm", cost: 6, parts: [
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{ subtitle: "Total Damage", type: "damage", multiplier: 600, conversion: [60, 0, 25, 0, 15, 0]},
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{ subtitle: "Per Arrow", type: "damage", multiplier: 10, conversion: [60, 0, 25, 0, 15, 0]},
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] },
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{ title: "Escape", cost: 3, parts: [
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{ subtitle: "Landing Damage", type: "damage", multiplier: 100, conversion: [50, 0, 0, 0, 0, 50] },
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] },
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{ title: "Bomb Arrow", cost: 8, parts: [
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{ subtitle: "", type: "damage", multiplier: 250, conversion: [60, 25, 0, 0, 15, 0] },
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] },
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{ title: "Arrow Shield", cost: 10, parts: [
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{ subtitle: "Shield Damage", type: "damage", multiplier: 100, conversion: [70, 0, 0, 0, 0, 30] },
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{ subtitle: "Arrow Rain Damage", type: "damage", multiplier: 200, conversion: [70, 0, 0, 0, 0, 30] },
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] },
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],
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"dagger": [
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{ title: "Spin Attack", cost: 6, parts: [
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{ subtitle: "", type: "damage", multiplier: 150, conversion: [70, 0, 30, 0, 0, 0]},
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] },
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{ title: "Vanish", cost: 1, parts: [
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{ subtitle: "No Damage", type: "none" }
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] },
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{ title: "Multihit", cost: 8, parts: [
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{ subtitle: "1st to 10th Hit", type: "damage", multiplier: 27, conversion: [100, 0, 0, 0, 0, 0] },
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{ subtitle: "Fatality", type: "damage", multiplier: 120, conversion: [20, 0, 30, 50, 0, 0] },
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{ subtitle: "Total Damage", type: "total", factors: [10, 1] },
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] },
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{ title: "Smoke Bomb", cost: 8, parts: [
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{ subtitle: "Tick Damage", type: "damage", multiplier: 60, conversion: [45, 25, 0, 0, 0, 30] },
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{ subtitle: "Total Damage", type: "damage", multiplier: 600, conversion: [45, 25, 0, 0, 0, 30] },
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] },
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],
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"relik": [
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{ title: "Totem", cost: 4, parts: [
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{ subtitle: "Smash Damage", type: "damage", multiplier: 100, conversion: [80, 0, 0, 0, 20, 0]},
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{ subtitle: "Damage Tick", type: "damage", multiplier: 20, conversion: [80, 0, 0, 0, 0, 20]},
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{ subtitle: "Heal Tick", type: "heal", strength: 0.04 },
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] },
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{ title: "Haul", cost: 1, parts: [
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{ subtitle: "", type: "damage", multiplier: 100, conversion: [80, 0, 20, 0, 0, 0] },
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] },
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{ title: "Aura", cost: 8, parts: [
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{ subtitle: "One Wave", type: "damage", multiplier: 200, conversion: [70, 0, 0, 30, 0, 0] },
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] },
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{ title: "Uproot", cost: 6, parts: [
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{ subtitle: "", type: "damage", multiplier: 50, conversion: [70, 30, 0, 0, 0, 0] },
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] },
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]
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};
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