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borderlands2

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Borderlands 2 weapon damage and DPS calculation library

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"use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); Object.defineProperty(exports, "__esModule", { value: true }); var skill_1 = require("../skill"); var value_object_1 = require("../../value_object"); var effect_1 = require("../../../effect"); var FastHands = /** @class */ (function (_super) { __extends(FastHands, _super); function FastHands() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Fast Hands'; _this.stats = [{ type: value_object_1.StatType.ReloadSpeed, value: 0.05 }]; return _this; } return FastHands; }(skill_1.Skill)); exports.FastHands = FastHands; var Fearless = /** @class */ (function (_super) { __extends(Fearless, _super); function Fearless() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Fearless'; _this.stats = [{ type: value_object_1.StatType.FireRate, value: 0.05 }, { type: value_object_1.StatType.GunDamage, value: 0.03 }]; _this.effectType = effect_1.EffectType.ShieldDepleted; return _this; } return Fearless; }(skill_1.Skill)); exports.Fearless = Fearless; var Ambush = /** @class */ (function (_super) { __extends(Ambush, _super); function Ambush() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Ambush'; // Assuming this is gun damage _this.stats = [{ type: value_object_1.StatType.GunDamage, value: 0.04 }]; _this.effectType = effect_1.EffectType.Ambush; return _this; } return Ambush; }(skill_1.Skill)); exports.Ambush = Ambush; var RisingSh0t = /** @class */ (function (_super) { __extends(RisingSh0t, _super); function RisingSh0t() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Rising Sh0t'; // Note: procs occur on the primary projectile, so the buff affects the // splash damage on the intial shot meaning this calculator won't be super // accurate for Maliwan bonus damage or torgue explosive weapons // If we wanted this to be super accurate we could have damage calculations // identify if they are secondary projectiles which stacking skills like // this one know how to...aas _this.stats = [{ type: value_object_1.StatType.GunDamage, value: 0.02 }]; _this.effectType = effect_1.EffectType.RisingSh0t; return _this; } return RisingSh0t; }(skill_1.Skill)); exports.RisingSh0t = RisingSh0t; var DeathMark = /** @class */ (function (_super) { __extends(DeathMark, _super); function DeathMark() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Death Mark'; _this.stats = [{ type: value_object_1.StatType.GunDamage, value: 0.8 }]; _this.effectType = effect_1.EffectType.DeathMark; return _this; } return DeathMark; }(skill_1.Skill)); exports.DeathMark = DeathMark; var Innervate = /** @class */ (function (_super) { __extends(Innervate, _super); function Innervate() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Innervate'; _this.stats = [{ type: value_object_1.StatType.GunDamage, value: 0.02 }]; _this.effectType = effect_1.EffectType.ActionSkill; return _this; } return Innervate; }(skill_1.Skill)); exports.Innervate = Innervate; var HeadSh0t = /** @class */ (function (_super) { __extends(HeadSh0t, _super); function HeadSh0t() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Head Sh0t'; _this.stats = [{ type: value_object_1.StatType.CritHitDamage, value: 0.04 }]; return _this; } return HeadSh0t; }(skill_1.Skill)); exports.HeadSh0t = HeadSh0t; var Vel0city = /** @class */ (function (_super) { __extends(Vel0city, _super); function Vel0city() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Vel0city'; _this.stats = [{ type: value_object_1.StatType.CritHitDamage, value: 0.03 }, { type: value_object_1.StatType.GunDamage, value: 0.02 }]; return _this; } return Vel0city; }(skill_1.Skill)); exports.Vel0city = Vel0city; var OneSh0tOneKill = /** @class */ (function (_super) { __extends(OneSh0tOneKill, _super); function OneSh0tOneKill() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'One Sh0t One Kill'; _this.stats = [{ type: value_object_1.StatType.FirstShotGunDamage, value: 0.12 }]; return _this; } return OneSh0tOneKill; }(skill_1.Skill)); exports.OneSh0tOneKill = OneSh0tOneKill; //# sourceMappingURL=assassin.js.map