def damage(self): expected_damage = f.expected_damage_to_mob_per_hit( self.expected_level()) total_power = self.total() return Damage(physic=float(self.physic) / total_power * expected_damage, magic=float(self.magic) / total_power * expected_damage)
def basic_damage(self): distribution = self.record.archetype.power_distribution raw_damage = f.expected_damage_to_mob_per_hit(self._hero.level) return p.Damage(physic=raw_damage * distribution.physic, magic=raw_damage * distribution.magic)
def damage(self): expected_damage = f.expected_damage_to_mob_per_hit(self.expected_level()) total_power = self.total() return Damage(physic=float(self.physic)/total_power * expected_damage, magic=float(self.magic)/total_power * expected_damage)