- Paladin/sentinel bleed-relevant talents
- Beastmaster/primalist poison-relevant talents
- Ailments: Bleed, Ignite, Poison, Plague, BlindingPoison
- ResistanceShred: Physical, Poison
- Supported attack types: Default, Melee, Spell, Throw
- Skills: Rive, ManifestStrike, DivineBolt, SentinelAxeThrower, SerpentStrike
- Hit damage
- Armour daamge reduction
- Multi target encounter
- Can Trigger trigger?
- Buff (e.g., Aspect of the Shark) every 3 seconds?
- Trigger with 100% chance
- Create buff-skill with 0% trigger/onHit chance and 3s cooldown which applies aspect of the shark
- Mabe a general skill-type which gets the 'to be applied' buff as input?
- Buffs which fall of after hit?
- check for them on attack?
- Naming style: 'camilleCase'
- Class intern variables with leading '_': '_variableName'
- Input variables with trailing '_': 'variableName_'
- Temporary variables have no '_'
- Variables/objects start with lowercase letter
- Classes start with uppercase letter
- Function definitions should end either with return or pass
- For limited ailments the one with shortest remainign duration is removed not the oldest!
- Add more comments
- Skills
- Refactor skill-talents like character talents
- Character
- Split talents into classpecific files in subfolder
- handle mastery differently and allow talent access to all class-trees within a class
- Implement rotation system to incorporate stuff like Holy Symbols and Divine Aura as skills and not hard-coded
- Modifier
- Account for flat damage
- Equipment-Manager
- DualWielding: Weapon Aps is not a direct more multiplier for MeleeAttackSpeed. DualWielding averages both weapon ApS and applies the average as more multiplier
- ArmourShred
- Duration
- In the end there should probably be two duration tracker; one on the player for buffs and one with debuffs on the enemy
- Duration changes should check for minimum value -> smalles duration should be 0 because -1 identifies objects with infinite duration
- Global modifiers like warpath's 'global more while channeling' should possibly be handled as an infinite buff
- Skill attack start applies buff; end of skill attack removes buff -> all triggers get the buff but nothing used outside of warpath -> instant spells are a problem
- Implement enemy class to handle enemy armour and resistances -> tracked by simulator and/or collection
- Cooldowns
- Cooldown recovery must be considered
- Split into scalable and non-scalable cooldowns