From 23900da5c954806a72a0a06f37fe57c03e75852b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 5 Jul 2016 03:35:24 -0400 Subject: [PATCH] v0.4.1: buffed the ring of tenacity --- .../shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java b/src/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java index 7ce2ae054..4106e0ee2 100644 --- a/src/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java +++ b/src/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java @@ -935,7 +935,7 @@ public class Hero extends Char { int tenacity = RingOfTenacity.getBonus(this, RingOfTenacity.Tenacity.class); if (tenacity != 0) //(HT - HP)/HT = heroes current % missing health. - dmg = (int)Math.ceil((float)dmg * Math.pow(0.9, tenacity*((float)(HT - HP)/HT))); + dmg = (int)Math.ceil((float)dmg * Math.pow(0.85, tenacity*((float)(HT - HP)/HT))); //TODO improve this when I have proper damage source logic if (belongings.armor != null && belongings.armor.hasGlyph(AntiMagic.class)