for the latest release. (Just extract and double-click the CombatSim.exe)
Atm there aren't any skills implemented and it just calculates melee swings in a given time span. You can check the readme thingie for what's missing and so on (?-Button)
It currently calculates at a 10:1 ratio so if you enter 600s Combat Time you'll have to wait 60s until it's finished.
Edit, I'll release a proper version as soon as I get my Sourceforge Project space.
I've just started implementing the usage of specials, now I'm at the point where I should roll the dices...
On WoWWiki it says that Vulajin made some tests with backstabs for a while (posted here in the forums) and came up that WoW used a two-roll system, 1 roll for determining if the special hits and one if the special crits.
Originally Posted by WoWWiki
...What is known, however, is that a special attack made against a mob or a shield-carrying player can be blocked and be a crit at the same time. This result is impossible under the mutually-exclusive attack results table described in the preceding section...
I'll try it with the two-roll system for Bloodthirst and Whirlwind until I got new informations :>
It's kinda similar to C++/Java.
It supports inheritance (one parent only) and interfaces.
There are also a lot of bindings for all kind of libraries and APIs.
And if you need to know anything check the documentation first - even I find new stuff there after several years with PHP