PreBakedAction.ComputeExpectedDamage()
This function computes the expected damage dealt by a PreBakedAction given damage parameters as input.
Parameters
f_MAIN_DMG : float - Damage parameter due to main stat.
f_WD : float
f_WD : float - Damage value attributed to the weapon.
f_DET : float - Damage value attributed to Determination.
f_TEN : float - Damage value attributed to Tenacity.
f_SPD : float - Damage value attributed to Spell Speed or Skill Speed.
f_CritRate : float - Critical rate value.
f_CritMult : float - Damange multiplier when a critical hit happens.
f_DH : float - Direct Hit rate value.
DHAuto : float - Multiplicative buff from DH when auto DH happens.
Return
This function returns the Expected damage value and the damage value before any random elements are applied (ie: crit and DH damage expected). the ‘Damage’ value can be then used to compute random damage using the PreBakedAction.ComputeRandomDamage() function. Returns (ExpectedDamage, Damage).
Usage
f_WD, f_DET, f_TEN, f_SPD, f_CritRate, f_CritMult, f_DH, DHAuto = computeDamageValue(GearStat, JobMod, IsTank, IsCaster)
f_MAIN_DMG = 1.2 # Would need to compute this actual value.
expectedDamage, nonCritnonDHDamage = newPreBakedAction.ComputeExpectedDamage(f_MAIN_DMG,f_WD, f_DET, f_TEN, f_SPD, f_CritRate, f_CritMult, f_DH, DHAuto)