Combat Mechanics
The simulation engine implements World of Warcraft's combat mechanics with high fidelity to the live game.
Damage Calculation
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Base Formula
Damage calculation follows the standard formula:
Base Damage = Spell Power × Coefficient × Versatility × (1 + Mastery)
Final Damage = Base Damage × (1 + Crit Bonus) × (1 + Target Modifiers)
Coefficient Sources
| Source | Description |
|---|---|
| Spell Data | Base coefficient from game data |
| Talents | Multiplicative modifiers from talent effects |
| Auras | Active buff/debuff modifications |
| Set Bonuses | Tier set effect modifiers |
Resource Systems
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Mana regenerates based on Spirit and in-combat regeneration rules. Base regeneration is 2% of maximum mana per second out of combat.
Energy regenerates at a fixed rate of 10 per second baseline. Haste affects energy regeneration rate linearly.
Rage is generated through damage dealt and received. Generation rates vary by spec and ability.
Aura System
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Aura Application
Check immunity, apply diminishing returns for CC effects.
Effect Processing
Execute aura effects: stat modifiers, periodic damage, absorbs.
Duration Tracking
Track remaining duration, handle pandemic refresh rules.
Expiration
Remove aura, trigger on-expire effects, clean up state.
Proc System
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RPPM Mechanics
Real Procs Per Minute (RPPM) uses a bad luck protection system that increases proc chance based on time since last proc.
Next steps