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input.js
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const scoring = require('./scoring');
module.exports = {
// Great Hall bonuses. These are all %-based and entered once for the account.
gh_tier: {
hpp: 20,
atkp: 20,
defp: 20
},
// Great hall Magic bonus
gh_magic: {
hpp: 8,
atkp: 6,
defp: 10,
cdmg: 25,
res: 20,
acc: 80
},
// Great hall Spirit bonus
gh_spirit: {
hpp: 6,
atkp: 6,
defp: 8,
cdmg: 21,
res: 20,
acc: 60
},
// Great hall Force bonus
gh_force: {
hpp: 4,
atkp: 6,
defp: 4,
cdmg: 12,
res: 15,
acc: 60
},
// Great hall Void bonus
gh_void: {
hpp: 6,
atkp: 6,
defp: 8,
cdmg: 12,
res: 20,
acc: 80
},
// TODO: Allow certain sets to be required (e.g. lifesteal)
//requiredSets: [],
// TODO: skip_rare
// TODO: skip_5_star
// The champion to optimise for. Must be included in champions.js (easy to add if missing).
champion: 'Septimus',
// Extra stats from masteries for the particular champion, take from the "Total Stats" page.
masteries: {
hp: 0,
atk: 0,
def: 0,
spd: 0,
crate: 5,
cdmg: 10,
res: 0,
acc: 10
},
// Minimum acceptable stats (leave at 0 for no minimum)
min_goal: {
hp: 0,
atk: 0,
def: 0,
spd: 0,
crate: 0,
cdmg: 0,
res: 0,
acc: 0
},
// Maximum acceptable stats (only useful to limit speed?)
max_goal: {
hp: 9999999,
atk: 9999999,
def: 9999999,
spd: 9999999,
crate: 9999999,
cdmg: 9999999,
res: 9999999,
acc: 9999999
},
// Scoring function, i.e. what to optimise for.
// Use 'hp', 'atk', 'def', 'spd', 'cdmg', 'res', 'acc' to maximize a single stat.
// Use 'attack_based_damage' and 'defense_based_damage' to maximize damage based on atk or def
// (taking into account crit rate and damage, as well as sets that add ignore defense).
//
// See scoring.js for a full list.
score: scoring.spd
}