v0.4.0: balance tweaks to grim

This commit is contained in:
Evan Debenham 2016-06-04 21:32:46 -04:00
parent c074cc4950
commit 14a8fbdd63

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@ -38,8 +38,8 @@ public class Grim extends Weapon.Enchantment {
int level = Math.max( 0, weapon.level() ); int level = Math.max( 0, weapon.level() );
//half of the attack damage is removed from enemy hp for the purpose of calculating proc chance int enemyHealth = defender.HP - damage;
int enemyHealth = defender.HP - (Math.max(defender.HP/2, damage)); if (enemyHealth == 0) return damage; //no point in proccing if they're already dead.
//scales from 0 - 20% based on how low hp the enemy is, plus 1% per level //scales from 0 - 20% based on how low hp the enemy is, plus 1% per level
int chance = Math.round(((defender.HT - enemyHealth) / (float)defender.HT)*20 + level); int chance = Math.round(((defender.HT - enemyHealth) / (float)defender.HT)*20 + level);