d3hog/libs/demonhunter.php

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<?php
class DemonHunter extends DiabloClass {
function __construct($stats, $type) {
parent::__construct($stats, $type);
}
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function EHPScore() {
$ehp = $this->calculateEHP();
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if($this->type == 'pvp') {
return $ehp / 10000;
}
if($ehp <= 500000) {
return $ehp / 10000;
} elseif(500000 < $ehp && $ehp <= 1000000) {
return 50 + ($ehp-500000) / 20000;
} elseif(1000000 < $ehp && $ehp <= 2000000) {
return 75 + ($ehp - 1000000) / 40000;
} else {
return 100 + ($ehp - 2000000) / 100000;
}
}
function sustainScore() {
$ehp = $this->calculateEHP();
if($this->stats->getStat('Attacks per Second') > 2) {
$lsCoefficient = .1;
} else {
$lsCoefficient = .2;
}
$effectiveLs = $this->stats->getStat('DPS Unbuffed') *
$this->stats->getStat('Life Steal') * $lsCoefficient;
$mitigation = $ehp / $this->stats->getStat('Life');
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$loh = $this->stats->getStat('Life on Hit');
if($this->type == 'pvp') {
$ls = 0;
$loh = 0;
}
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$rawSustainScore = 1 + $mitigation * ($loh *
(1 + ($this->stats->getStat('Attacks per Second') - 1) / 2) +
$this->stats->getStat('Life per Second') + $effectiveLs) /
($this->stats->getStat('Life') * $this->EHPScore() * 10000 /
$ehp);
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if($rawSustainScore <= 1.5) {
return $rawSustainScore;
} elseif(1.5 < $rawSustainScore && $rawSustainScore <= 2) {
return 1.5 + ($rawSustainScore - 1.5) / 2;
} elseif(2 < $rawSustainScore && $rawSustainScore <= 3) {
return 1.75 + ($rawSustainScore - 2) / 4;
} else {
return 2 + ($rawSustainScore - 3) / 10;
}
}
function miscScore() {
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if($this->type == 'pvp') {
$multiplier = .30;
$divisor = 100;
} else {
$multiplier = .15;
$divisor = 200;
}
$miscScore = 1 +
$this->stats->getStat('+Hatred Regenerated per Second') / 100 * 2 +
$this->stats->getStat('+Maximum Discipline') / $divisor +
$this->stats->getStat('+Discipline Regenerated per Second') * $multiplier;
return $miscScore;
}
protected
function calculateEHP() {
if($this->type == 'pvp') {
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$ar_mod = 300;$armor_mod = 3000;$inherent_red = 0.30;$incoming_attack = 250000;
$net_mod = .50; // no idea what this is for
} else {
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$ar_mod = 315;$armor_mod = 3150;$inherent_red = 0.00;$incoming_attack = 100000;
$net_mod = .75; // no idea what this is for
}
$block_amount = 4206;
$ar_red = $this->stats->getStat('Resistance') /
($this->stats->getStat('Resistance') + $ar_mod);
$armor_red = $this->stats->getStat('Armor') /
($this->stats->getStat('Armor') + $armor_mod);
$total_red = (1 - $ar_red) * (1 - $armor_red) * (1 - $inherent_red);
$raw_ehp = $this->stats->getStat('Life') / $total_red;
$net = $incoming_attack * $total_red;
$after_block = $net * (1 - $this->stats->getStat('Block Chance')) + ($net - $block_amount)
* $this->stats->getStat('Block Chance');
$new_mit = $after_block / $incoming_attack;
$raw_no_dodge = $this->stats->getStat('Life') / $new_mit;
if($this->type == 'pvp') {
$net_no_dodge = ($raw_no_dodge - $raw_ehp) * .75 + $raw_ehp;
} else {
$net_no_dodge = $raw_no_dodge;
}
$raw_ehp_dodge = $raw_no_dodge / (1 - $this->stats->getStat('Dodge Chance'));
$net_ehp_dodge = ($raw_ehp_dodge - $net_no_dodge) * $net_mod + $net_no_dodge;
$final_ehp = $net_ehp_dodge * (1 + ($this->stats->getStat('Melee Damage Reduction')
+ $this->stats->getStat('Missile Damage Reduction')) / 2);
$this->stats->stats['EHP Unbuffed'] = $final_ehp;
return $final_ehp;
}
}