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%
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@ -33,12 +33,6 @@ public class ThrowingHammer extends MissileWeapon {
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sticky = false;
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sticky = false;
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}
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}
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@Override
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public int min(int lvl) {
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return Math.round(1.6f * tier) + //8 base, down from 10
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(tier == 1 ? lvl : 2*lvl); //scaling unchanged
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}
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@Override
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@Override
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public int max(int lvl) {
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public int max(int lvl) {
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return 4 * tier + //20 base, down from 25
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return 4 * tier + //20 base, down from 25
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@ -31,16 +31,10 @@ public class ThrowingStone extends MissileWeapon {
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bones = false;
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bones = false;
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tier = 1;
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tier = 1;
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baseUses = 3;
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baseUses = 5;
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sticky = false;
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sticky = false;
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}
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}
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@Override
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public int min(int lvl) {
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return tier + //1 base, down from 2
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(tier == 1 ? lvl : 2*lvl); //scaling unchanged
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}
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@Override
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@Override
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public int price() {
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public int price() {
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return super.price()/2; //half normal value
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return super.price()/2; //half normal value
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@ -44,12 +44,12 @@ public class Tomahawk extends MissileWeapon {
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@Override
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@Override
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public int max(int lvl) {
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public int max(int lvl) {
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return Math.round(3.75f * tier) + //15 base, down from 20
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return Math.round(3.75f * tier) + //15 base, down from 20
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(tier-2)*lvl; //+2 per level, down from +4
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(tier)*lvl; //scaling unchanged
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}
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}
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@Override
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@Override
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public int proc( Char attacker, Char defender, int damage ) {
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public int proc( Char attacker, Char defender, int damage ) {
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Buff.affect( defender, Bleeding.class ).set( damage );
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Buff.affect( defender, Bleeding.class ).set( Math.round(damage*0.6f) );
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return super.proc( attacker, defender, damage );
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return super.proc( attacker, defender, damage );
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}
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}
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}
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}
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