v0.7.3: balance changes to existing thrown weapons:

- throwing stone uses increased to 5 from 3, min damage increased to 2 from 1
- throwing hammer min damage increased to 10 from 8
- tomahawk damage scaling returned to normal, bleed now based on 60% of damage instead of 100%
This commit is contained in:
Evan Debenham 2019-05-08 20:06:48 -04:00
parent 8e6c677c1a
commit 3d000ece25
3 changed files with 3 additions and 15 deletions

View File

@ -33,12 +33,6 @@ public class ThrowingHammer extends MissileWeapon {
sticky = false; sticky = false;
} }
@Override
public int min(int lvl) {
return Math.round(1.6f * tier) + //8 base, down from 10
(tier == 1 ? lvl : 2*lvl); //scaling unchanged
}
@Override @Override
public int max(int lvl) { public int max(int lvl) {
return 4 * tier + //20 base, down from 25 return 4 * tier + //20 base, down from 25

View File

@ -31,16 +31,10 @@ public class ThrowingStone extends MissileWeapon {
bones = false; bones = false;
tier = 1; tier = 1;
baseUses = 3; baseUses = 5;
sticky = false; sticky = false;
} }
@Override
public int min(int lvl) {
return tier + //1 base, down from 2
(tier == 1 ? lvl : 2*lvl); //scaling unchanged
}
@Override @Override
public int price() { public int price() {
return super.price()/2; //half normal value return super.price()/2; //half normal value

View File

@ -44,12 +44,12 @@ public class Tomahawk extends MissileWeapon {
@Override @Override
public int max(int lvl) { public int max(int lvl) {
return Math.round(3.75f * tier) + //15 base, down from 20 return Math.round(3.75f * tier) + //15 base, down from 20
(tier-2)*lvl; //+2 per level, down from +4 (tier)*lvl; //scaling unchanged
} }
@Override @Override
public int proc( Char attacker, Char defender, int damage ) { public int proc( Char attacker, Char defender, int damage ) {
Buff.affect( defender, Bleeding.class ).set( damage ); Buff.affect( defender, Bleeding.class ).set( Math.round(damage*0.6f) );
return super.proc( attacker, defender, damage ); return super.proc( attacker, defender, damage );
} }
} }