wynnbuilder-idk/damage_calc.js

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// Calculate spell damage given a spell elemental conversion table, and a spell multiplier.
// If spell mult is 0, its melee damage and we don't multiply by attack speed.
function calculateSpellDamage(stats, spellConversions, rawModifier, pctModifier, spellMultiplier, weapon, total_skillpoints) {
// Array of neutral + ewtfa damages. Each entry is a pair (min, max).
let damages = [];
for (const damage_string of stats.get("damageRaw")) {
const damage_vals = damage_string.split("-").map(Number);
damages.push(damage_vals);
}
// Applying powder.
let neutralRemaining = spellConversions[0];
let neutralBase = damages[0].slice();
let neutralRemainingRaw = damages[0];
for (let i = 0; i < 5; ++i) {
let conversionRatio = spellConversions[i+1]/100;
let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
damages[i+1][0] = Math.floor(damages[i+1][0] + min_diff);
damages[i+1][1] = Math.floor(damages[i+1][1] + max_diff);
neutralRemainingRaw[0] = Math.floor(neutralRemainingRaw[0] - min_diff);
neutralRemainingRaw[1] = Math.floor(neutralRemainingRaw[1] - max_diff);
}
let rawBoosts = [[0, 0], [0, 0], [0, 0], [0, 0], [0, 0]];
for (const powderID of weapon.get("powders")) {
const powder = powderStats[powderID];
// Bitwise to force conversion to integer (integer division).
const element = (powderID/6) | 0;
let conversionRatio = powder.convert/100;
if (neutralRemainingRaw[0] > 0) {
let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
damages[element+1][0] = Math.floor(damages[element+1][0] + min_diff);
damages[element+1][1] = Math.floor(damages[element+1][1] + max_diff);
neutralRemainingRaw[0] = Math.floor(neutralRemainingRaw[0] - min_diff);
neutralRemainingRaw[1] = Math.floor(neutralRemainingRaw[1] - max_diff);
}
damages[element+1][0] += powder.min;
damages[element+1][1] += powder.max;
}
damages[0][0] *= neutralRemaining / 100;
damages[0][1] *= neutralRemaining / 100;
console.log(damages);
let damageMult = 1;
// If we are doing melee calculations:
if (spellMultiplier == 0) {
spellMultiplier = 1;
}
else {
damageMult *= spellMultiplier * baseDamageMultiplier[attackSpeeds.indexOf(stats.get("atkSpd"))];
}
rawModifier *= spellMultiplier;
let totalDamNorm = [rawModifier, rawModifier];
let totalDamCrit = [rawModifier, rawModifier];
let damages_results = [];
// 0th skillpoint is strength, 1st is dex.
let str = total_skillpoints[0];
let staticBoost = (pctModifier / 100.) + skillPointsToPercentage(str);
let skillBoost = [0];
for (let i in total_skillpoints) {
skillBoost.push(skillPointsToPercentage(total_skillpoints[i]) + stats.get("damageBonus")[i] / 100.);
}
for (let i in damages) {
let damageBoost = 1 + skillBoost[i] + staticBoost;
damages_results.push([
Math.max(damages[i][0] * damageBoost * damageMult, 0), // Normal min
Math.max(damages[i][1] * damageBoost * damageMult, 0), // Normal max
Math.max(damages[i][0] * (1 + damageBoost) * damageMult, 0), // Crit min
Math.max(damages[i][1] * (1 + damageBoost) * damageMult, 0), // Crit max
]);
totalDamNorm[0] += damages_results[i][0];
totalDamNorm[1] += damages_results[i][1];
totalDamCrit[0] += damages_results[i][2];
totalDamCrit[1] += damages_results[i][3];
}
damages_results[0][0] += rawModifier;
damages_results[0][1] += rawModifier;
return [totalDamNorm, totalDamCrit, damages_results];
}