Adjusted enchant formulas for Classic.

Contributed by Iris.
This commit is contained in:
MobiusDevelopment
2021-05-12 21:10:21 +00:00
parent 28268ae888
commit b6336d8742
6 changed files with 168 additions and 672 deletions

View File

@@ -171,17 +171,7 @@ public interface IStatFunction
*/
static double calcEnchantDefBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
}
default:
{
return enchant + (3 * Math.max(0, enchant - 3));
}
}
return enchant + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -192,33 +182,8 @@ public interface IStatFunction
*/
static double calcEnchantMatkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
}
case S:
{
// M. Atk. increases by 4 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case A:
case B:
case C:
{
// M. Atk. increases by 3 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
// Starting at +4, M. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
}
}
// M. Atk. increases by 3 for all weapons. Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -229,86 +194,37 @@ public interface IStatFunction
*/
static double calcEnchantedPAtkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
switch (item.getItem().getCrystalTypePlus()) // Fixed formula for Classic.
{
case R:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
}
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
}
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
}
case S:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 10 for bows.
// Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
case A:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 8 for bows.
// Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case B:
case C:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 6 for bows.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
if (item.getWeaponItem().getItemType().isRanged())
{
// Bows increase by 4.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
// P. Atk. is increased by 10 for Bows. Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 2 for all weapons with the exception of bows.
// Starting at +4, P. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 5 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (6 * Math.max(0, enchant - 3));
}
default: // From A-Grade and below, all formula are the same.
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. is increased by 8 for Bows. Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (8 * Math.max(0, enchant - 3));
}
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 4 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (4 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
}
}

View File

@@ -171,17 +171,7 @@ public interface IStatFunction
*/
static double calcEnchantDefBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
}
default:
{
return enchant + (3 * Math.max(0, enchant - 3));
}
}
return enchant + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -192,33 +182,8 @@ public interface IStatFunction
*/
static double calcEnchantMatkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
}
case S:
{
// M. Atk. increases by 4 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case A:
case B:
case C:
{
// M. Atk. increases by 3 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
// Starting at +4, M. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
}
}
// M. Atk. increases by 3 for all weapons. Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -229,86 +194,37 @@ public interface IStatFunction
*/
static double calcEnchantedPAtkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
switch (item.getItem().getCrystalTypePlus()) // Fixed formula for Classic.
{
case R:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
}
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
}
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
}
case S:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 10 for bows.
// Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
case A:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 8 for bows.
// Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case B:
case C:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 6 for bows.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
if (item.getWeaponItem().getItemType().isRanged())
{
// Bows increase by 4.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
// P. Atk. is increased by 10 for Bows. Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 2 for all weapons with the exception of bows.
// Starting at +4, P. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 5 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (6 * Math.max(0, enchant - 3));
}
default: // From A-Grade and below, all formula are the same.
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. is increased by 8 for Bows. Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (8 * Math.max(0, enchant - 3));
}
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 4 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (4 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
}
}

View File

@@ -171,17 +171,7 @@ public interface IStatFunction
*/
static double calcEnchantDefBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
}
default:
{
return enchant + (3 * Math.max(0, enchant - 3));
}
}
return enchant + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -192,33 +182,8 @@ public interface IStatFunction
*/
static double calcEnchantMatkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
}
case S:
{
// M. Atk. increases by 4 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case A:
case B:
case C:
{
// M. Atk. increases by 3 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
// Starting at +4, M. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
}
}
// M. Atk. increases by 3 for all weapons. Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -229,86 +194,37 @@ public interface IStatFunction
*/
static double calcEnchantedPAtkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
switch (item.getItem().getCrystalTypePlus()) // Fixed formula for Classic.
{
case R:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
}
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
}
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
}
case S:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 10 for bows.
// Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
case A:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 8 for bows.
// Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case B:
case C:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 6 for bows.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
if (item.getWeaponItem().getItemType().isRanged())
{
// Bows increase by 4.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
// P. Atk. is increased by 10 for Bows. Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 2 for all weapons with the exception of bows.
// Starting at +4, P. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 5 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (6 * Math.max(0, enchant - 3));
}
default: // From A-Grade and below, all formula are the same.
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. is increased by 8 for Bows. Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (8 * Math.max(0, enchant - 3));
}
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 4 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (4 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
}
}

View File

@@ -171,17 +171,7 @@ public interface IStatFunction
*/
static double calcEnchantDefBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
}
default:
{
return enchant + (3 * Math.max(0, enchant - 3));
}
}
return enchant + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -192,33 +182,8 @@ public interface IStatFunction
*/
static double calcEnchantMatkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
}
case S:
{
// M. Atk. increases by 4 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case A:
case B:
case C:
{
// M. Atk. increases by 3 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
// Starting at +4, M. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
}
}
// M. Atk. increases by 3 for all weapons. Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -229,86 +194,37 @@ public interface IStatFunction
*/
static double calcEnchantedPAtkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
switch (item.getItem().getCrystalTypePlus()) // Fixed formula for Classic.
{
case R:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
}
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
}
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
}
case S:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 10 for bows.
// Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
case A:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 8 for bows.
// Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case B:
case C:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 6 for bows.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
if (item.getWeaponItem().getItemType().isRanged())
{
// Bows increase by 4.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
// P. Atk. is increased by 10 for Bows. Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 2 for all weapons with the exception of bows.
// Starting at +4, P. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 5 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (6 * Math.max(0, enchant - 3));
}
default: // From A-Grade and below, all formula are the same.
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. is increased by 8 for Bows. Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (8 * Math.max(0, enchant - 3));
}
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 4 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (4 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
}
}

View File

@@ -171,17 +171,7 @@ public interface IStatFunction
*/
static double calcEnchantDefBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
}
default:
{
return enchant + (3 * Math.max(0, enchant - 3));
}
}
return enchant + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -192,33 +182,8 @@ public interface IStatFunction
*/
static double calcEnchantMatkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
}
case S:
{
// M. Atk. increases by 4 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case A:
case B:
case C:
{
// M. Atk. increases by 3 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
// Starting at +4, M. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
}
}
// M. Atk. increases by 3 for all weapons. Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -229,86 +194,37 @@ public interface IStatFunction
*/
static double calcEnchantedPAtkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
switch (item.getItem().getCrystalTypePlus()) // Fixed formula for Classic.
{
case R:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
}
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
}
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
}
case S:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 10 for bows.
// Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
case A:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 8 for bows.
// Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case B:
case C:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 6 for bows.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
if (item.getWeaponItem().getItemType().isRanged())
{
// Bows increase by 4.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
// P. Atk. is increased by 10 for Bows. Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 2 for all weapons with the exception of bows.
// Starting at +4, P. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 5 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (6 * Math.max(0, enchant - 3));
}
default: // From A-Grade and below, all formula are the same.
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. is increased by 8 for Bows. Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (8 * Math.max(0, enchant - 3));
}
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 4 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (4 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
}
}

View File

@@ -171,17 +171,7 @@ public interface IStatFunction
*/
static double calcEnchantDefBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
}
default:
{
return enchant + (3 * Math.max(0, enchant - 3));
}
}
return enchant + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -192,33 +182,8 @@ public interface IStatFunction
*/
static double calcEnchantMatkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
{
case R:
{
return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
}
case S:
{
// M. Atk. increases by 4 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case A:
case B:
case C:
{
// M. Atk. increases by 3 for all weapons.
// Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
// Starting at +4, M. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
}
}
// M. Atk. increases by 3 for all weapons. Starting at +4, M. Atk. bonus double.
return (3 * enchant) + (3 * Math.max(0, enchant - 3)); // Fixed formula for Classic.
}
/**
@@ -229,86 +194,37 @@ public interface IStatFunction
*/
static double calcEnchantedPAtkBonus(ItemInstance item, double blessedBonus, int enchant)
{
switch (item.getItem().getCrystalTypePlus())
switch (item.getItem().getCrystalTypePlus()) // Fixed formula for Classic.
{
case R:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
}
return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
}
return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
}
case S:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 10 for bows.
// Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
case A:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 8 for bows.
// Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
case B:
case C:
{
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. increases by 6 for bows.
// Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
// Starting at +4, P. Atk. bonus double.
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
}
default:
{
if (item.getWeaponItem().getItemType().isRanged())
{
// Bows increase by 4.
// Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
// P. Atk. is increased by 10 for Bows. Starting at +4, P. Atk. bonus double.
return (10 * enchant) + (10 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 2 for all weapons with the exception of bows.
// Starting at +4, P. Atk. bonus double.
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 5 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 6 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (6 * enchant) + (6 * Math.max(0, enchant - 3));
}
default: // From A-Grade and below, all formula are the same.
{
if (item.getWeaponItem().getItemType().isRanged())
{
// P. Atk. is increased by 8 for Bows. Starting at +4, P. Atk. bonus double.
return (8 * enchant) + (8 * Math.max(0, enchant - 3));
}
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_R_HAND) || (item.getWeaponItem().getItemType() == WeaponType.POLE))
{
// P. Atk. increases by 4 for One-Handed Weapons and Poles. Starting at +4, P. Atk. bonus double.
return (4 * enchant) + (4 * Math.max(0, enchant - 3));
}
// P. Atk. increases by 5 for Two-Handed Weapons, except Spears. Starting at +4, P. Atk. bonus double.
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
}
}
}