UNPKG

borderlands2

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Borderlands 2 weapon damage and DPS calculation library

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import { Skill } from "../skill"; import { Stat } from "../../interface"; import { StatType } from "../../value_object"; import { EffectType } from "../../../effect"; export class FastHands extends Skill { name = 'Fast Hands' protected stats: Stat[] = [{ type: StatType.ReloadSpeed, value: 0.05 }] } export class Fearless extends Skill { name = 'Fearless' protected stats: Stat[] = [{ type: StatType.FireRate, value: 0.05 },{ type: StatType.GunDamage, value: 0.03 }] protected effectType = EffectType.ShieldDepleted } export class Ambush extends Skill { name = 'Ambush' // Assuming this is gun damage protected stats: Stat[] = [{ type: StatType.GunDamage, value: 0.04 }] protected effectType = EffectType.Ambush } export class RisingSh0t extends Skill { 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 protected stats: Stat[] = [{ type: StatType.GunDamage, value: 0.02 }] protected effectType = EffectType.RisingSh0t } export class DeathMark extends Skill { name = 'Death Mark' protected stats: Stat[] = [{ type: StatType.GunDamage, value: 0.8 }] protected effectType = EffectType.DeathMark } export class Innervate extends Skill { name = 'Innervate' protected stats: Stat[] = [{ type: StatType.GunDamage, value: 0.02 }] protected effectType = EffectType.ActionSkill } export class HeadSh0t extends Skill { name = 'Head Sh0t' protected stats: Stat[] = [{ type: StatType.CritHitDamage, value: 0.04 }] } export class Vel0city extends Skill { name = 'Vel0city' protected stats: Stat[] = [{ type: StatType.CritHitDamage, value: 0.03 },{ type: StatType.GunDamage, value: 0.02 }] } export class OneSh0tOneKill extends Skill { name = 'One Sh0t One Kill' protected stats: Stat[] = [{ type: StatType.FirstShotGunDamage, value: 0.12 }] }