v0.4.0: balance tweaks to grim
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@ -38,8 +38,8 @@ public class Grim extends Weapon.Enchantment {
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int level = Math.max( 0, weapon.level() );
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//half of the attack damage is removed from enemy hp for the purpose of calculating proc chance
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int enemyHealth = defender.HP - (Math.max(defender.HP/2, damage));
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int enemyHealth = defender.HP - damage;
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if (enemyHealth == 0) return damage; //no point in proccing if they're already dead.
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//scales from 0 - 20% based on how low hp the enemy is, plus 1% per level
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int chance = Math.round(((defender.HT - enemyHealth) / (float)defender.HT)*20 + level);
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