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sim.js
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/**
* The Simulator is just a collection of methods that take a Stalker's build as input and compute
* DPS information as output.
*
* Most of the Simulator's assumptions are configurable in Simulator.ABILITIES and Simulator.AMPS.
* Actual ability/amp implementations are found in Simulator.getDamage.
*/
function bound(low, high, number){
return Math.max(low, Math.min(high, number));
}
var Simulator = {};
/**
* Abilities used for doing damage. Nano-skin Lethal is assumed and factored into the coefficients.
* To remove this, divide the coefficient by 1.18, or 1.22 for abilities that deal tech damage, as
* they still receive the pre-nerf bonus.
*/
Simulator.ABILITIES = {
IMPALE: {
GCD: 0.5,
COOLDOWN: 0,
TYPE: 'ASSAULT',
SUIT_POWER_COST: 35,
T8_SUIT_POWER_COST: 30,
T4_ARMOR_PIERCE: 0.5,
AP_BASE_COEFFICIENT: 0.944,
AP_TIER_COEFFICIENT: 0.0472,
BASE_DAMAGE: 2225.48,
DAMAGE_TYPE: 'phys'
},
SHRED: {
GCD: 1.05,
COOLDOWN: 0,
TYPE: 'ASSAULT',
SUIT_POWER_COST: 0,
HIT_COUNT: 3,
AP_BASE_COEFFICIENT: 0.114106,
AP_TIER_COEFFICIENT: 0.013924,
BASE_DAMAGE: 293.7964,
T4_ARMOR_PIERCE: 0.38,
// Shred's SP regeneration is bugged and doesn't actually give 2 SP/s.
T8_SPPS: 1.6,
DAMAGE_TYPE: 'phys'
},
ANALYZE_WEAKNESS: {
GCD: 0,
COOLDOWN: 8,
TYPE: 'ASSAULT',
SUIT_POWER_COST: 15,
AP_BASE_COEFFICIENT: 0.613904,
AP_TIER_COEFFICIENT: 0.027694,
BASE_DAMAGE: 1334.68,
T4_SPPS: 2,
T4_BUFF_DURATION: 5,
T8_AVERAGE_CDR: 1.125,
DAMAGE_TYPE: 'tech'
},
PUNISH: {
GCD: 0,
COOLDOWN: 8,
TYPE: 'ASSAULT',
SUIT_POWER_COST: 0,
AP_BASE_COEFFICIENT: 0.64369,
AP_TIER_COEFFICIENT: 0.08201,
BASE_DAMAGE: 1400.66,
SPPU: 30,
T8_SPPU: 45,
T4_EXPOSE: 0.045,
T4_EXPOSE_DURATION: 6,
DAMAGE_TYPE: 'phys'
},
RUIN: {
GCD: 0.5,
COOLDOWN: 11,
TYPE: 'ASSAULT',
SUIT_POWER_COST: 10,
AP_BASE_COEFFICIENT: 0.167262,
AP_TIER_COEFFICIENT: 0.013908,
BASE_DAMAGE: 364.17,
SPPT: 2,
TICK_COUNT: 10,
DAMAGE_TYPE: 'tech',
DOT: {
AP_BASE_COEFFICIENT: 0.066246,
AP_TIER_COEFFICIENT: 0.00488,
BASE_DAMAGE: 161.65
}
},
CONCUSSIVE_KICKS: {
GCD: 0.75,
COOLDOWN: 8,
TYPE: 'ASSAULT',
SUIT_POWER_COST: 15,
HIT_COUNT: 2,
AP_BASE_COEFFICIENT: 0.455952,
AP_TIER_COEFFICIENT: 0.02832,
BASE_DAMAGE: 967.6,
T8_ASSAULT_CDR: 2,
T8_CDR_EFFECTIVENESS: 0.8,
DAMAGE_TYPE: 'phys'
},
COLLAPSE: {
GCD: 0,
COOLDOWN: 25,
TYPE: 'UTILITY',
SUIT_POWER_COST: 0,
AP_BASE_COEFFICIENT: 0.263966,
AP_TIER_COEFFICIENT: 0.059,
SP_BASE_COEFFICIENT: 0.2237,
SP_TIER_COEFFICIENT: 0.05,
BASE_DAMAGE: 973.5,
DAMAGE_TYPE: 'phys'
},
STAGGER: {
GCD: 0,
COOLDOWN: 25,
T4_CDR: 7,
TYPE: 'UTILITY',
SUIT_POWER_COST: 0,
HIT_COUNT: 4,
AP_BASE_COEFFICIENT: 0.0413,
AP_TIER_COEFFICIENT: 0.0059,
SP_BASE_COEFFICIENT: 0.035,
SP_TIER_COEFFICIENT: 0.005,
BASE_DAMAGE: 177,
DAMAGE_TYPE: 'phys'
},
PREPARATION: {
GCD: 0,
COOLDOWN: 15,
TYPE: 'UTILITY',
SUIT_POWER_COST: 0,
SPPT: 6,
AVERAGE_TICKS: 2,
TICKS_PER_SECOND: 2,
BUFF_DURATION_AVERAGE: 4.5,
CRIT_CHANCE_AVERAGE: 0.0567,
BONUS_CRIT_CHANCE_PER_TIER: 0.005
},
TACTICAL_RETREAT: {
GCD: 0,
COOLDOWN: 30,
TYPE: 'UTILITY'
},
STEALTH: {
COOLDOWN: 25,
TYPE: 'NONE'
}
};
/**
* AMPs that deal damage. Nano-skin Lethal is assumed and factored into the coefficients.
* To remove this, divide the coefficient by 1.18.
*/
Simulator.AMPS = {
UNFAIR_ADVANTAGE: {
SUIT_POWER_REDUCTION: 8
},
STEALTH_MASTERY: {
CDR: 3
},
RIPOSTE: {
BUFF_DURATION: 5,
STRIKETHROUGH_PERCENT: 0.06,
ABILITIES_TO_IGNORE: ['RUIN.DOT', 'FATAL_WOUNDS', 'CUTTHROAT', 'DEVASTATE']
},
ONSLAUGHT: {
AP_BUFF: 0.12
},
FATAL_WOUNDS: {
MAX_STACKS: 5,
AP_COEFFICIENT: 0.03186,
ABILITIES_TO_IGNORE: ['RUIN.DOT', 'FATAL_WOUNDS', 'CUTTHROAT', 'DEVASTATE']
},
ENABLER: {
SPPS: 3,
// Since Enabler is bugged and does not grant SP while below 25, this is an assumption that
// roughly 30% of your time is spent below 25, even if you make a conscious effort to
// straddle it.
EFFECTIVENESS: 0.7
},
CUTTHROAT: {
STACKS_TIL_DAMAGE: 10,
ICD: 0.33,
AP_COEFFICIENT: 0.5192,
ABILITIES_TO_IGNORE: ['ANALYZE_WEAKNESS', 'RUIN.DOT', 'FATAL_WOUNDS', 'CUTTHROAT', 'DEVASTATE']
},
DEVASTATE: {
PERCENT_LIFE_THRESHOLD: 0.25,
AP_COEFFICIENT: 0.3186,
ABILITIES_TO_IGNORE: ['ANALYZE_WEAKNESS', 'RUIN.DOT', 'FATAL_WOUNDS', 'CUTTHROAT', 'DEVASTATE']
},
KILLER_INSTINCT: {
ABILITIES_TO_IGNORE: ['ANALYZE_WEAKNESS', 'RUIN.DOT', 'FATAL_WOUNDS', 'CUTTHROAT', 'DEVASTATE']
}
};
// Base Suit Power regeneration rate, per second.
Simulator.BASE_SPPS = 7;
(function(){
// Camel cases a constant name, e.g. camelCase('SOME_SKILL_NAME') => 'someSkillName'.
var camelCase = function(str){
return str.toLowerCase().replace(/_(\w)/g, function(match, letter){
return letter.toUpperCase();
});
};
// Finds the ability named, resolving periods.
var getAbility = function(name){
var nameParts = name.split('.');
var ability = Simulator.ABILITIES;
while (nameParts.length) ability = ability[nameParts.shift()];
return ability;
}
// Creates a function that will determine the damage a Stalker will do for the given ability name.
var damageForAbility = function(name){
var nameParts = name.split('.');
var ability = getAbility(name);
name = camelCase(nameParts[0]);
return function(stalker){
var tier = stalker[name];
if (tier < 0) return 0;
var damage = ability.BASE_DAMAGE;
var ap = stalker.assaultPower;
var sp = stalker.supportPower;
var apCoefficient = (ability.AP_BASE_COEFFICIENT || 0) + (ability.AP_TIER_COEFFICIENT || 0) * tier;
var spCoefficient = (ability.SP_BASE_COEFFICIENT || 0) + (ability.SP_TIER_COEFFICIENT || 0) * tier;
damage += (ap * apCoefficient) + (sp * spCoefficient);
return damage;
};
};
// Creates a function that will determine the damage a Stalker will do for the given AMP name.
var damageForAmp = function(){
return function(stalker, apCoefficient){
return stalker.assaultPower * apCoefficient;
};
};
// Functions to determine the damage of each ability we care about.
var impaleDamage = damageForAbility('IMPALE');
var shredDamage = damageForAbility('SHRED');
var analyzeWeaknessDamage = damageForAbility('ANALYZE_WEAKNESS');
var punishDamage = damageForAbility('PUNISH');
var ruinDamage = damageForAbility('RUIN');
var ruinDotDamage = damageForAbility('RUIN.DOT');
var concussiveKicksDamage = damageForAbility('CONCUSSIVE_KICKS');
var staggerDamage = damageForAbility('STAGGER');
var collapseDamage = damageForAbility('COLLAPSE');
var devastateDamage = damageForAmp('DEVASTATE');
var cutthroatDamage = damageForAmp('CUTTHROAT');
var fatalWoundsDamage = damageForAmp('FATAL_WOUNDS');
// Determines the cooldown of an ability.
var cooldown = function(stalker, name){
var cdr = stalker.cooldownReduction;
if (Simulator.ABILITIES[name].TYPE === 'ASSAULT' && name != 'CONCUSSIVE_KICKS'){
cdr = stalker.assaultCooldownReduction;
}
return Simulator.ABILITIES[name].COOLDOWN * (1 - cdr);
}
// Determines the cooldown of the Stalker's Nanoskin.
var stealthCooldown = function(stalker){
var cdr = stalker.stealthMastery ? Simulator.AMPS.STEALTH_MASTERY.CDR : 0;
return Simulator.ABILITIES.STEALTH.COOLDOWN - cdr;
}
// Utility to clone an object.
var shallowClone = function(obj){
return Object.keys(obj).reduce(function(result, key){
result[key] = obj[key];
return result;
}, {});
}
// Determines the amount of suit power that will be generated over the course of a fight.
var calculateTotalSuitPower = function(stalker, duration){
var sp = duration * Simulator.BASE_SPPS;
if (stalker.shred === 8){
sp += duration * Simulator.ABILITIES.SHRED.T8_SPPS;
}
if (stalker.analyzeWeakness > 3){
var awCooldown = cooldown(stalker, 'ANALYZE_WEAKNESS');
if (stalker.analyzeWeakness === 8) awCooldown -= Simulator.ABILITIES.ANALYZE_WEAKNESS.T8_AVERAGE_CDR;
if (awCooldown <= Simulator.ABILITIES.ANALYZE_WEAKNESS.T4_BUFF_DURATION){
sp += duration * Simulator.ABILITIES.ANALYZE_WEAKNESS.T4_SPPS;
} else{
sp += (duration / awCooldown) * Simulator.ABILITIES.ANALYZE_WEAKNESS.T4_BUFF_DURATION *
Simulator.ABILITIES.ANALYZE_WEAKNESS.T4_SPPS;
}
}
if (stalker.ruin > 3){
var deflectChance = bound(0, 1, (stalker.enemyDeflectChance - stalker.strikeThroughChance));
var ruinApplications = (duration / Simulator.ABILITIES.RUIN.COOLDOWN) * (1 - deflectChance);
var totalRuinTicks = ruinApplications * Simulator.ABILITIES.RUIN.TICK_COUNT;
sp += totalRuinTicks * Simulator.ABILITIES.RUIN.SPPT;
}
if (stalker.punish > -1){
var sppu = stalker.punish === 8 ? Simulator.ABILITIES.PUNISH.T8_SPPU : Simulator.ABILITIES.PUNISH.SPPU;
sp += (duration / cooldown(stalker, 'PUNISH')) * sppu;
}
if (stalker.preparation > -1){
var spPerPrep = (Simulator.ABILITIES.PREPARATION.AVERAGE_TICKS * Simulator.ABILITIES.PREPARATION.SPPT);
sp += (duration / cooldown(stalker, 'PREPARATION')) * spPerPrep;
}
if (stalker.enabler){
sp += Simulator.AMPS.ENABLER.SPPS * duration * Simulator.AMPS.ENABLER.EFFECTIVENESS;
}
return sp + 100;
};
// Determines how much damage is done after factoring in mitigation and armor pierce.
var damageReduction = function(damage, stalker, extraArmorPierce){
var mitigation = stalker.enemyMitigation;
var pierce = bound(0, 1, (stalker.armorPierce + extraArmorPierce));
// Pierce only cuts through armor, which accounts for half of the enemy's mitigation.
// Therefore we consider half of the damage with pierce and half without.
var effectiveMitigation = ((1 - pierce) * mitigation) * 0.5;
effectiveMitigation += mitigation * 0.5;
return damage * (1 - effectiveMitigation);
};
// Determines how much damage each of the Stalker's abilities will do.
var getAbilityDamage = function(stalker, duration){
var timeLeft = duration;
var suitPower = calculateTotalSuitPower(stalker, duration);
var deflectChance = bound(0, 1, stalker.enemyDeflectChance - stalker.strikeThroughChance);
var getAbilityStats = function(options){
options.cdAdjustment = options.cdAdjustment || 0;
var ability = getAbility(options.abilityName);
var swings = options.swings || 0;
if (!swings){
if (ability.SUIT_POWER_COST && !ability.COOLDOWN){
swings = suitPower / (options.spCost || ability.SUIT_POWER_COST);
} else if (!ability.SUIT_POWER_COST && !ability.COOLDOWN && !options.cooldown){
swings = timeLeft / ability.GCD;
} else {
var cd = 0;
if (options.cooldown){
cd = options.cooldown;
} else {
cd = cooldown(stalker, options.abilityName) + options.cdAdjustment;
}
swings = duration / cd;
}
}
swings *= (options.swingAdjustment || 1);
var timeUsed = swings * (ability.GCD || 0);
var suitPowerUsed = (options.spCost || ability.SUIT_POWER_COST || 0) * swings;
swings *= (ability.HIT_COUNT || 1);
if (options.forceCrits){
swings -= options.forceCrits;
}
var hits = swings * (1 - deflectChance);
var crits = hits * stalker.critHitChance;
if (options.forceCrits){
crits += options.forceCrits;
hits += options.forceCrits;
swings += options.forceCrits;
}
var rawDamage = options.damageFn(stalker) * ((stalker.critHitSeverity * crits) + (hits - crits));
return {
label: options.abilityName,
swings: swings,
hits: hits,
crits: crits,
nonCrits: hits - crits,
deflects: swings - hits,
rawDamage: rawDamage,
damageType: ability.DAMAGE_TYPE,
damage: damageReduction(rawDamage, stalker, options.armorPierce || 0),
suitPowerUsed: suitPowerUsed,
timeUsed: timeUsed
};
}
var abilities = [];
if (stalker.punish > -1){
var punish = getAbilityStats({
abilityName: 'PUNISH',
damageFn: punishDamage
});
abilities.push(punish);
abilities.PUNISH = punish;
}
if (stalker.concussiveKicks > -1){
var ckAdjustment = 0;
var swingsAdjustment = 0;
if (stalker.concussiveKicks > 3){
ckAdjustment = Simulator.ABILITIES.CONCUSSIVE_KICKS.GCD;
swingsAdjustment = 2;
}
var ck = getAbilityStats({
abilityName: 'CONCUSSIVE_KICKS',
damageFn: concussiveKicksDamage,
cdAdjustment: ckAdjustment,
swingAdjustment: swingsAdjustment
});
suitPower -= ck.suitPowerUsed;
timeLeft -= ck.timeUsed;
abilities.push(ck);
abilities.CONCUSSIVE_KICKS = ck;
}
if (stalker.ruin > -1){
var ruin = getAbilityStats({
abilityName: 'RUIN',
damageFn: ruinDamage
});
suitPower -= ruin.suitPowerUsed;
timeLeft -= ruin.timeUsed;
var ruinDot = getAbilityStats({
abilityName: 'RUIN.DOT',
damageFn: ruinDotDamage,
swings: ruin.hits,
swingAdjustment: Simulator.ABILITIES.RUIN.TICK_COUNT,
cooldown: Simulator.ABILITIES.RUIN.COOLDOWN
});
abilities.push(ruin, ruinDot);
abilities.RUIN = ruin;
abilities.RUIN_DOT = ruinDot;
}
if (stalker.analyzeWeakness > -1){
var awCdr = stalker.analyzeWeakness === 8 ? -Simulator.ABILITIES.ANALYZE_WEAKNESS.T8_AVERAGE_CDR : 0;
var aw = getAbilityStats({
abilityName: 'ANALYZE_WEAKNESS',
damageFn: analyzeWeaknessDamage,
cdAdjustment: awCdr
});
suitPower -= aw.suitPowerUsed;
abilities.push(aw);
abilities.ANALYZE_WEAKNESS = aw;
}
if (stalker.collapse > -1){
var collapse = getAbilityStats({
abilityName: 'COLLAPSE',
damageFn: collapseDamage
});
abilities.push(collapse);
abilities.COLLAPSE = collapse;
}
if (stalker.stagger > -1){
var stagger = getAbilityStats({
abilityName: 'STAGGER',
damageFn: staggerDamage,
cdAdjustment: stalker.stagger > 3 ? -Simulator.ABILITIES.STAGGER.T4_CDR : 0
});
abilities.push(stagger);
abilities.STAGGER = stagger;
}
if (stalker.impale > -1){
var stealthCount = duration / stealthCooldown(stalker);
if(stalker.tacticalRetreat > -1){
stealthCount += duration / cooldown(stalker, 'TACTICAL_RETREAT');
}
var spCost = stalker.impale < 8 ? Simulator.ABILITIES.IMPALE.SUIT_POWER_COST : Simulator.ABILITIES.IMPALE.T8_SUIT_POWER_COST;
var armorPierce = stalker.impale > 3 ? Simulator.ABILITIES.IMPALE.T4_ARMOR_PIERCE : 0;
if (stalker.unfairAdvantage){
suitPower += stealthCount * Simulator.AMPS.UNFAIR_ADVANTAGE.SUIT_POWER_REDUCTION;
}
var impale = getAbilityStats({
abilityName: 'IMPALE',
damageFn: impaleDamage,
spCost: spCost,
armorPierce: armorPierce,
forceCrits: stealthCount
});
suitPower -= impale.suitPowerUsed;
timeLeft -= impale.timeUsed;
abilities.push(impale);
abilities.IMPALE = impale;
}
if (stalker.shred > -1){
armorPierce = stalker.shred >= 4 ? Simulator.ABILITIES.SHRED.T4_ARMOR_PIERCE : 0;
var shred = getAbilityStats({
abilityName: 'SHRED',
damageFn: shredDamage,
armorPierce: armorPierce
});
abilities.push(shred);
abilities.SHRED = shred;
}
if (stalker.fatalWounds){
var totalCrits = abilities.reduce(function(crits, ability){
if (Simulator.AMPS.FATAL_WOUNDS.ABILITIES_TO_IGNORE.indexOf(ability.label) === -1){
crits += ability.crits;
}
return crits;
}, 0);
var secondsBetweenCrits = duration / totalCrits;
var fwTimeLeft = duration;
var fwHits = 0;
var currentStacks = 0;
while (currentStacks < Simulator.AMPS.FATAL_WOUNDS.MAX_STACKS && timeLeft > 0){
currentStacks++;
// We'll tick secondsBetweenCrits times before the next stack is added.
fwHits += Math.floor(secondsBetweenCrits) * currentStacks;
fwTimeLeft -= secondsBetweenCrits;
}
fwHits += fwTimeLeft * currentStacks;
var fwDamage = fatalWoundsDamage(stalker, Simulator.AMPS.FATAL_WOUNDS.AP_COEFFICIENT) * fwHits;
var fw = {
label: 'FATAL_WOUNDS',
swings: fwHits,
hits: fwHits,
crits: 0,
nonCrits: fwHits,
deflects: 0,
rawDamage: fwDamage,
damageType: Simulator.AMPS.FATAL_WOUNDS.DAMAGE_TYPE,
damage: damageReduction(fwDamage, stalker, 1),
suitPowerUsed: 0,
timeUsed: 0
};
abilities.push(fw);
abilities.FATAL_WOUNDS = fw;
}
if (stalker.cutthroat){
var totalHits = abilities.reduce(function(hits, ability){
if (Simulator.AMPS.CUTTHROAT.ABILITIES_TO_IGNORE.indexOf(ability.label) === -1){
hits += ability.hits
}
return hits;
}, 0);
totalHits = Math.max(totalHits, duration / Simulator.AMPS.CUTTHROAT.ICD)
var ctSwings = totalHits / Simulator.AMPS.CUTTHROAT.STACKS_TIL_DAMAGE;
var ctCrits = ctSwings * stalker.critHitChance;
var ctHits = ((ctSwings - ctCrits) * (1 - deflectChance)) + ctCrits;
var ctBaseDamage = cutthroatDamage(stalker, Simulator.AMPS.CUTTHROAT.AP_COEFFICIENT);
var ctDamage = ctBaseDamage * ((stalker.critHitSeverity * ctCrits) + (ctHits - ctCrits));
var ct = {
label: 'CUTTHROAT',
swings: ctSwings,
hits: ctHits,
crits: ctCrits,
nonCrits: ctHits - ctCrits,
deflects: ctSwings - ctHits,
rawDamage: ctDamage,
damageType: Simulator.AMPS.CUTTHROAT.DAMAGE_TYPE,
damage: damageReduction(ctDamage, stalker, 0),
suitPowerUsed: 0,
timeUsed: 0
};
abilities.push(ct);
abilities.CUTTHROAT = ct;
}
if (stalker.devastate){
var totalCrits = abilities.reduce(function(crits, ability){
if (Simulator.AMPS.DEVASTATE.ABILITIES_TO_IGNORE.indexOf(ability.label) === -1){
crits += ability.crits;
}
return crits;
}, 0);
var dHits = totalCrits * Simulator.AMPS.DEVASTATE.PERCENT_LIFE_THRESHOLD;
var dDamage = devastateDamage(stalker, Simulator.AMPS.DEVASTATE.AP_COEFFICIENT) * dHits;
var devastate = {
label: 'DEVASTATE',
swings: dHits,
hits: dHits,
crits: 0,
nonCrits: dHits,
deflects: 0,
rawDamage: dDamage,
damageType: Simulator.AMPS.DEVASTATE.DAMAGE_TYPE,
damage: damageReduction(dDamage, stalker, 1),
suitPowerUsed: 0,
timeUsed: 0
};
abilities.push(devastate);
abilities.DEVASTATE = ct;
}
return abilities;
};
// Determines how much damage the Stalker will do in a fight.
var getDamage = function(stalker, duration){
stalker = shallowClone(stalker);
if (stalker.onslaught){
stalker.assaultPower *= (1 + Simulator.AMPS.ONSLAUGHT.AP_BUFF);
}
if (stalker.concussiveKicks === 8){
var abilities = getAbilityDamage(stalker, duration);
var ck = abilities.CONCUSSIVE_KICKS;
var CK = Simulator.ABILITIES.CONCUSSIVE_KICKS;
var ckUseCount = ck.swings / CK.HIT_COUNT;
stalker.assaultCooldownReduction += ((ckUseCount * CK.T8_ASSAULT_CDR) / duration) *
CK.T8_CDR_EFFECTIVENESS;
}
if (stalker.riposte){
var deflects = getAbilityDamage(stalker, duration).reduce(function(deflects, ability){
if (Simulator.AMPS.RIPOSTE.ABILITIES_TO_IGNORE.indexOf(ability.label) === -1){
deflects += ability.deflects;
}
return deflects;
}, 0);
var secondsBetweenDeflects = duration / deflects;
var riposteBuffCount = (duration / secondsBetweenDeflects) - 1;
var riposteUptime = bound(0, 1, (riposteBuffCount * Simulator.AMPS.RIPOSTE.BUFF_DURATION) / duration);
stalker.strikeThroughChance += riposteUptime * Simulator.AMPS.RIPOSTE.STRIKETHROUGH_PERCENT;
}
if (stalker.preparation > -1){
var PREP = Simulator.ABILITIES.PREPARATION;
var prepCastTime = PREP.AVERAGE_TICKS / PREP.TICKS_PER_SECOND;
var prepCooldown = cooldown(stalker, 'PREPARATION') + prepCastTime;
var prepUptime = PREP.BUFF_DURATION_AVERAGE / prepCooldown;
stalker.critHitChance += (PREP.CRIT_CHANCE_AVERAGE + (PREP.BONUS_CRIT_CHANCE_PER_TIER * stalker.preparation)) * prepUptime;
}
if (stalker.killerInstinct){
var nonCrits = getAbilityDamage(stalker, duration).reduce(function(nonCrits, ability){
if (Simulator.AMPS.KILLER_INSTINCT.ABILITIES_TO_IGNORE.indexOf(ability.label) === -1){
nonCrits += ability.nonCrits;
}
return nonCrits;
}, 0);
stalker.critHitChance += (1 / (duration / nonCrits)) / 100;
}
var abilities = getAbilityDamage(stalker, duration);
if (stalker.punish > 3){
var punishHits = abilities.PUNISH.hits;
var exposeDuration = punishHits * Simulator.ABILITIES.PUNISH.T4_EXPOSE_DURATION;
exposeDuration = Math.min(exposeDuration, duration);
var uptime = exposeDuration / duration;
abilities.forEach(function(ability){
if(ability.damageType === 'phys'){
ability.rawDamage *= (1 + (Simulator.ABILITIES.PUNISH.T4_EXPOSE * uptime));
ability.damage *= (1 + (Simulator.ABILITIES.PUNISH.T4_EXPOSE * uptime));
}
});
}
var damage = abilities.reduce(function(total, ability){
return total + ability.damage;
}, 0);
return {
abilities: abilities,
damage: damage,
dps: damage / duration
};
};
// Determines the damage done by the Stalker after a given change of stats.
var getDamageAfterChange = function(stalker, duration, change){
var oldSeverity = stalker.critHitSeverity;
if (change.critSeverityRating){
stalker.critHitSeverity = getSeverity(
getSeverityRating(oldSeverity) + change.critSeverityRating);
delete change.critSeverityRating;
}
Object.keys(change).forEach(function(stat){
stalker[stat] += change[stat];
});
var damage = Simulator.getDamage(stalker, duration);
Object.keys(change).forEach(function(stat){
stalker[stat] -= change[stat];
});
stalker.critHitSeverity = oldSeverity;
return damage;
};
// Determines how much critical severity rating is needed for 1% crit severity.
var severityRatingNeeded = function(stalker){
var rating = getSeverityRating(stalker.critHitSeverity);
var A = 0.71428573177128007;
var B = 1441.2620313260343;
var C = 2017.7665934446297;
// f(x) = A - B / (x + C)
// f(x + a) - f(x) = 0.01
// a = -(C + x)^2 / (-100B + C + x)
return (-1 * Math.pow(C + rating, 2)) / ((-100 * B) + C + rating);
};
// Determines the critical severity rating from the severity. This is the inverse of getSeverity.
var getSeverityRating = function(severity){
var A = 0.71428573177128007;
var B = 1441.2620313260343;
var C = 2017.7665934446297;
// f(x) = A - B / (x + C)
// x = (-AC + B + Cy) / (A - y)
severity -= 1.62;
return ((-1 * A * C) + B + (C * severity)) / (A - severity);
}
// Determines the critical severity from a severity rating. This is the inverse of getSeverityRating.
var getSeverity = function(rating){
var A = 0.71428573177128007;
var B = 1441.2620313260343;
var C = 2017.7665934446297;
// f(x) = A - B / (x + C)
var severity = A - (B / (rating + C));
return severity + 1.62;
}
Simulator.getDamage = getDamage;
Simulator.getDamageAfterChange = getDamageAfterChange;
Simulator.getSeverityRating = getSeverityRating;
Simulator.getSeverity = getSeverity;
Simulator.severityRatingNeeded = severityRatingNeeded;
})();