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28 changes: 16 additions & 12 deletions sim/core/target.go
Original file line number Diff line number Diff line change
Expand Up @@ -341,6 +341,7 @@ type AttackTable struct {
GlanceMultiplier float64
MeleeCritSuppression float64
SpellCritSuppression float64
HitSuppression float64

DamageDealtMultiplier float64 // attacker buff, applied in applyAttackerModifiers()
DamageTakenMultiplier float64 // defender debuff, applied in applyTargetModifiers()
Expand Down Expand Up @@ -372,22 +373,25 @@ func NewAttackTable(attacker *Unit, defender *Unit) *AttackTable {
}

if defender.Type == EnemyUnit {
table.BaseSpellMissChance = UnitLevelFloat64(defender.Level, 0.06, 0.09, 0.12, 0.15)
table.BaseMissChance = UnitLevelFloat64(defender.Level, 0.03, 0.045, 0.06, 0.075)
table.BaseBlockChance = UnitLevelFloat64(defender.Level, 0.03, 0.045, 0.06, 0.075)
table.BaseDodgeChance = UnitLevelFloat64(defender.Level, 0.03, 0.045, 0.06, 0.075)
table.BaseParryChance = UnitLevelFloat64(defender.Level, 0.03, 0.045, 0.06, 0.075)
// Assumes attacker (the Player) is level 70.
table.BaseSpellMissChance = UnitLevelFloat64(defender.Level, 0.04, 0.05, 0.06, 0.17)
table.BaseMissChance = UnitLevelFloat64(defender.Level, 0.05, 0.055, 0.06, 0.08)
table.BaseBlockChance = 0.05
table.BaseDodgeChance = UnitLevelFloat64(defender.Level, 0.05, 0.055, 0.06, 0.065)
table.BaseParryChance = UnitLevelFloat64(defender.Level, 0.05, 0.055, 0.06, 0.14)
table.BaseGlanceChance = UnitLevelFloat64(defender.Level, 0.06, 0.12, 0.18, 0.24)

table.GlanceMultiplier = UnitLevelFloat64(defender.Level, 0.95, 0.95, 0.85, 0.75)
table.MeleeCritSuppression = UnitLevelFloat64(defender.Level, 0, 0.01, 0.02, 0.03)
table.SpellCritSuppression = UnitLevelFloat64(defender.Level, 0, 0.01, 0.02, 0.03)
table.HitSuppression = UnitLevelFloat64(defender.Level, 0, 0, 0, 0.01)
table.MeleeCritSuppression = UnitLevelFloat64(defender.Level, 0, 0.01, 0.02, 0.048)
table.SpellCritSuppression = UnitLevelFloat64(defender.Level, 0, 0, 0.003, 0.021)
} else {
table.BaseSpellMissChance = UnitLevelFloat64(attacker.Level, 0.06, 0.03, 0, -0.03)
table.BaseMissChance = UnitLevelFloat64(attacker.Level, 0.03, 0.015, 0, -0.015)
table.BaseBlockChance = UnitLevelFloat64(attacker.Level, 0, -0.015, -0.03, -0.045)
table.BaseDodgeChance = UnitLevelFloat64(attacker.Level, 0, -0.015, -0.03, -0.045)
table.BaseParryChance = UnitLevelFloat64(attacker.Level, 0, -0.015, -0.03, -0.045)
// Assumes defender (the Player) is level 70.
table.BaseSpellMissChance = 0.05
table.BaseMissChance = UnitLevelFloat64(attacker.Level, 0.05, 0.048, 0.046, 0.044)
table.BaseBlockChance = UnitLevelFloat64(attacker.Level, 0.05, 0.048, 0.046, 0.044)
table.BaseDodgeChance = UnitLevelFloat64(attacker.Level, 0, -0.002, -0.004, -0.006)
table.BaseParryChance = UnitLevelFloat64(attacker.Level, 0.05, 0.048, 0.046, 0.044)
}

return table
Expand Down
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