-- Path of Building
--
-- Module: Calc Breakdown
-- Calculation breakdown generators
--
local modDB, output, actor = ...
local unpack = unpack
local ipairs = ipairs
local t_insert = table.insert
local m_floor = math.floor
local m_sqrt = math.sqrt
local m_min = math.min
local m_max = math.max
local s_format = string.format
local breakdown = { }
function breakdown.multiChain(out, chain)
local base = (chain.base and chain.base[2]) or nil
local multiplier = 1
local lines = 0 -- lines is the total number of non 1 multipliers.
if chain.label then
t_insert(out, chain.label)
end
if base ~= nil then
t_insert(out, s_format(unpack(chain.base)))
end
if base ~= 0 then
for _, mult in ipairs(chain) do
if mult[2] and mult[2] ~= 1 then
multiplier = multiplier * mult[2]
t_insert(out, "x "..s_format(unpack(mult)))
lines = lines + 1
end
end
end
if chain.total then
t_insert(out, chain.total)
elseif not chain.noTotal and (lines > 0 and base ~= nil) or (lines > 1 and base == nil) then
t_insert(out, s_format("= %.2f", multiplier * (base or 1)))
end
return lines
end
function breakdown.simple(extraBase, cfg, total, ...)
extraBase = extraBase or 0
local base = modDB:Sum("BASE", cfg, (...))
if (base + extraBase) ~= 0 then
local inc = modDB:Sum("INC", cfg, ...)
local more = modDB:More(cfg, ...)
if inc ~= 0 or more ~= 1 or (base ~= 0 and extraBase ~= 0) then
local out = { }
if base ~= 0 and extraBase ~= 0 then
out[1] = s_format("(%g + %g) ^8(base)", extraBase, base)
else
out[1] = s_format("%g ^8(base)", base + extraBase)
end
if inc ~= 0 then
t_insert(out, s_format("x %.2f ^8(increased/reduced)", 1 + inc/100))
end
if more ~= 1 then
t_insert(out, s_format("x %.2f ^8(more/less)", more))
end
t_insert(out, s_format("= %g", total))
return out
end
end
end
function breakdown.mod(modList, cfg, ...)
local inc = modList:Sum("INC", cfg, ...)
local more = modList:More(cfg, ...)
if inc ~= 0 and more ~= 1 then
return {
s_format("%.2f ^8(increased/reduced)", 1 + inc/100),
s_format("x %.2f ^8(more/less)", more),
s_format("= %.2f", (1 + inc/100) * more),
}
end
end
function breakdown.slot(source, sourceName, cfg, base, total, ...)
local inc = modDB:Sum("INC", cfg, ...)
local more = modDB:More(cfg, ...)
t_insert(breakdown[...].slots, {
base = base,
inc = (inc ~= 0) and s_format(" x %.2f", 1 + inc/100),
more = (more ~= 1) and s_format(" x %.2f", more),
total = s_format("%.2f", total or (base * (1 + inc / 100) * more)),
source = source,
sourceName = sourceName,
item = not sourceName and actor.itemList[source],
})
end
function breakdown.area(base, areaMod, total, incBreakpoint, moreBreakpoint, redBreakpoint, lessBreakpoint, label)
local out = {}
t_insert(out, label)
if base ~= total then
t_insert(out, s_format("%.1fm ^8(base radius)", base / 10))
t_insert(out, s_format("x %.2f ^8(square root of area of effect modifier)", m_floor(100 * m_sqrt(areaMod)) / 100))
t_insert(out, s_format("= %.1fm", total / 10))
end
if incBreakpoint and moreBreakpoint and redBreakpoint and lessBreakpoint then
t_insert(out, s_format("^8Next 0.1m breakpoint: %d%% increased AoE / a %d%% more AoE multiplier", incBreakpoint, moreBreakpoint))
t_insert(out, s_format("^8Previous 0.1m breakpoint: %d%% reduced AoE / a %d%% less AoE multiplier", redBreakpoint, lessBreakpoint))
end
out.radius = total
return out
end
function breakdown.effMult(damageType, resist, pen, taken, mult, takenMore, sourceRes, useRes, invertChance, minPen)
local out = { }
local resistForm = (damageType == "Physical") and "physical damage reduction" or "resistance"
local resistLabel = resistForm
if invertChance and invertChance ~= 0 then
resistLabel = "average inverted "..resistForm
end
if sourceRes and sourceRes ~= damageType then
t_insert(out, s_format("Enemy %s: %d%% ^8(%s)", resistLabel, resist, sourceRes))
elseif resist ~= 0 then
t_insert(out, s_format("Enemy %s: %d%%", resistLabel, resist))
end
if pen ~= 0 or not useRes then
t_insert(out, "Effective resistance:")
t_insert(out, s_format("%d%% ^8(resistance)", resist))
if pen < 0 then
t_insert(out, s_format("+ %d%% ^8(penetration)", -pen))
elseif pen > 0 then
t_insert(out, s_format("- %d%% ^8(penetration)", pen))
end
if not useRes then
t_insert(out, s_format("x %d%% ^8(resistance ignored)", 0))
t_insert(out, s_format("= %d%%", (0)))
elseif resist <= minPen then
t_insert(out, s_format("= %d%% ^8(negative resistance unaffected by penetration)", resist))
elseif (resist - pen) < minPen then
t_insert(out, s_format("= %d%% ^8(penetration cannot bring resistances below %d%%)", m_max(resist - pen, minPen), minPen))
else
t_insert(out, s_format("= %d%%", (resist - pen)))
end
end
if useRes then
breakdown.multiChain(out, {
label = "Effective DPS modifier:",
{ "%.2f ^8(%s)", 1 - (math.max(resist - pen,0)) / 100, resistForm },
{ "%.2f ^8(increased/reduced damage taken)", 1 + taken / 100 },
{ "%.2f ^8(more/less damage taken)", takenMore },
total = s_format("= %.3f", mult),
})
else
t_insert(out, "Effective DPS modifier:")
t_insert(out, s_format("= %.3f ^8(increased/reduced damage taken)", mult))
end
return out
end
function breakdown.dot(out, baseVal, inc, more, mult, rate, aura, effMult, total)
breakdown.multiChain(out, {
base = { "%.1f ^8(base damage per second)", baseVal },
{ "%.2f ^8(increased/reduced)", 1 + inc/100 },
{ "%.2f ^8(more/less)", more },
{ "%.2f ^8(multiplier)", 1 + (mult or 0)/100 },
{ "%.2f ^8(rate modifier)", rate },
{ "%.3f ^8(aura effect modifier)", aura },
{ "%.3f ^8(effective DPS modifier)", effMult },
total = s_format("= %.1f ^8per second", total),
})
end
function breakdown.critDot(dotMulti, critMulti, dotChance, critChance)
local combined = (dotMulti * dotChance) + (critMulti * critChance)
local out = { }
if dotChance > 0 then
t_insert(out, s_format("Contribution from Non-crits:"))
t_insert(out, s_format("%.2f ^8(dot multiplier for non-crits)", dotMulti))
t_insert(out, s_format("x %.4f ^8(portion of instances created by non-crits)", dotChance))
t_insert(out, s_format("= %.2f", dotMulti * dotChance))
end
if critChance > 0 then
t_insert(out, s_format("Contribution from Crits:"))
t_insert(out, s_format("%.2f ^8(dot multiplier for crits)", critMulti))
t_insert(out, s_format("x %.4f ^8(portion of instances created by crits)", critChance))
t_insert(out, s_format("= %.2f", critMulti * critChance))
end
if (dotChance > 0 and critChance > 0) and (dotMulti ~= critMulti)then
t_insert(out, s_format("Effective DoT Multiplier:"))
t_insert(out, s_format("%.2f + %.2f", dotMulti * dotChance, critMulti * critChance))
t_insert(out, s_format("= %.2f", combined))
end
return out
end
function breakdown.leech(instant, instantRate, instances, pool, rate, max, dur, instantLeechProportion, hitRate)
local out = { }
if actor.mainSkill.skillData.showAverage then
if instant > 0 then
if instantLeechProportion ~= 1 then
t_insert(out, s_format("Instant Leech: %.1f ^8(%d%% x %.1f)", instant, instantLeechProportion * 100, dur * pool * data.misc.LeechRateBase / (1-instantLeechProportion)))
else
t_insert(out, s_format("Instant Leech: %.1f", instant))
end
end
if instances > 0 then
t_insert(out, "Total leeched per instance:")
t_insert(out, s_format("%d ^8(size of leech destination pool)", pool))
t_insert(out, s_format("x %.2f ^8(base leech rate is %d%% per second)", data.misc.LeechRateBase, 100 * data.misc.LeechRateBase))
local rateMod = calcLib.mod(modDB, skillCfg, rate)
if rateMod ~= 1 then
t_insert(out, s_format("x %.2f ^8(leech rate modifier)", rateMod))
end
t_insert(out, s_format("x %.2fs ^8(instance duration)", dur))
t_insert(out, s_format("= %.1f", pool * data.misc.LeechRateBase * rateMod * dur))
end
else
if instantRate > 0 then
if instantLeechProportion ~= 1 then
t_insert(out, s_format("Instant Leech: %.1f ^8(%d%% x %.1f)", instant, instantLeechProportion * 100, dur * pool * data.misc.LeechRateBase / (1-instantLeechProportion)))
else
t_insert(out, s_format("Instant Leech: %.1f", instant))
end
t_insert(out, s_format("Instant Leech per second: %.1f ^8(%.1f x %.2f)", instantRate, instant, hitRate))
end
if instances > 0 then
t_insert(out, "Rate per instance:")
t_insert(out, s_format("%d ^8(size of leech destination pool)", pool))
t_insert(out, s_format("x %.2f ^8(base leech rate is %d%% per second)", data.misc.LeechRateBase, 100 * data.misc.LeechRateBase))
local rateMod = calcLib.mod(modDB, skillCfg, rate)
if rateMod ~= 1 then
t_insert(out, s_format("x %.2f ^8(leech rate modifier)", rateMod))
end
t_insert(out, s_format("= %.1f ^8per second", pool * data.misc.LeechRateBase * rateMod))
t_insert(out, "Maximum leech rate against one target:")
t_insert(out, s_format("%.1f", pool * data.misc.LeechRateBase * rateMod))
t_insert(out, s_format("x %.2f ^8(average instances)", instances))
local total = pool * data.misc.LeechRateBase * rateMod * instances
t_insert(out, s_format("= %.1f ^8per second", total))
if total <= max then
t_insert(out, s_format("Time to reach max: %.1fs", dur))
end
t_insert(out, s_format("Leech rate cap: %.1f", max))
if total > max then
t_insert(out, s_format("Time to reach cap: %.1fs", dur / total * max))
end
end
end
return out
end
return breakdown