v0.9.3: balance tweaks to mage abilities:

- reactive barrier now caps at 5 chars affected
- conserved magic now caps at 0.1 charges used, down from 0.25
This commit is contained in:
Evan Debenham 2021-05-27 20:32:52 -04:00
parent bbbd161099
commit 48053581db
3 changed files with 4 additions and 3 deletions

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@ -581,14 +581,14 @@ actors.hero.talent.blast_radius.desc=_+1:_ Elemental blast's radius is increased
actors.hero.talent.elemental_power.title=elemental power
actors.hero.talent.elemental_power.desc=_+1:_ The power of elemental blast is increased by _15%_.\n\n_+2:_ The power of elemental blast is increased by _30%_.\n\n_+3:_ The power of elemental blast is increased by _45%_.\n\n_+4:_ The power of elemental blast is increased by _60%_.
actors.hero.talent.reactive_barrier.title=reactive barrier
actors.hero.talent.reactive_barrier.desc=_+1:_ The Mage gains _2 shielding_ for every character affected by elemental blast.\n\n_+2:_ The Mage gains _4 shielding_ for every character affected by elemental blast.\n\n_+3:_ The Mage gains _6 shielding_ for every character affected by elemental blast.\n\n_+4:_ The Mage gains _8 shielding_ for every character affected by elemental blast.
actors.hero.talent.reactive_barrier.desc=_+1:_ The Mage gains _2 shielding_ for every character affected by elemental blast, to a max of 5 characters.\n\n_+2:_ The Mage gains _4 shielding_ for every character affected by elemental blast, to a max of 5 characters.\n\n_+3:_ The Mage gains _6 shielding_ for every character affected by elemental blast, to a max of 5 characters.\n\n_+4:_ The Mage gains _8 shielding_ for every character affected by elemental blast, to a max of 5 characters.
actors.hero.talent.wild_power.title=wild power
actors.hero.talent.wild_power.desc=_+1:_ When using wild magic, wands will be treated as either _+1 or +2_, instead of +1.\n\n_+2:_ When using wild magic, wands are now treated as if they are _+2_, instead of +1.\n\n_+3:_ When using wild magic, wands will be treated as either _+2 or +3_, instead of +1.\n\n_+4:_ When using wild magic, wands are now treated as if they are _+3_, instead of +1.
actors.hero.talent.fire_everything.title=fire everything
actors.hero.talent.fire_everything.desc=_+1:_ Wild magic now fires _5 times_, up from 4.\n\n_+2:_ Wild magic now fires _6 times_, up from 4.\n\n_+3:_ Wild magic now fires _7 times_, up from 4.\n\n_+4:_ Wild magic now fires _8 times_, up from 4.
actors.hero.talent.conserved_magic.title=conserved magic
actors.hero.talent.conserved_magic.desc=_+1:_ Each zap from wild magic now uses _0.71 charges_, instead of 1.\n\n_+2:_ Each zap from wild magic now uses _0.50 charges_, instead of 1.\n\n_+3:_ Each zap from wild magic now uses _0.35 charges_, instead of 1.\n\n_+4:_ Each zap from wild magic now uses _0.25 charges_, instead of 1.
actors.hero.talent.conserved_magic.desc=_+1:_ Each zap from wild magic now uses _0.56 charges_, instead of 1.\n\n_+2:_ Each zap from wild magic now uses _0.31 charges_, instead of 1.\n\n_+3:_ Each zap from wild magic now uses _0.18 charges_, instead of 1.\n\n_+4:_ Each zap from wild magic now uses _0.1 charges_, instead of 1.
actors.hero.talent.telefrag.title=Telefrag
actors.hero.talent.telefrag.desc=_+1:_ If the Mage warps into another character he deals _10-15 damage_ to it, but also takes _5 damage_.\n\n_+2:_ If the Mage warps into another character he deals _20-30 damage_ to it, but also takes _8 damage_.\n\n_+3:_ If the Mage warps into another character he deals _30-45 damage_ to it, but also takes _12 damage_.\n\n_+4:_ If the Mage warps into another character he deals _40-60 damage_ to it, but also takes _15 damage_.\n\nThe hero cannot be killed by this talent, the self damage can be reduced by magic resisting effects.

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@ -380,6 +380,7 @@ public class ElementalBlast extends ArmorAbility {
}
charsHit = Math.min(5, charsHit);
if (charsHit > 0 && hero.hasTalent(Talent.REACTIVE_BARRIER)){
Buff.affect(hero, Barrier.class).setShield(charsHit*2*hero.pointsInTalent(Talent.REACTIVE_BARRIER));
}

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@ -119,7 +119,7 @@ public class WildMagic extends ArmorAbility {
@Override
public void call() {
cur.onZap(aim);
cur.partialCharge -= (float)Math.pow(0.707, hero.pointsInTalent(Talent.CONSERVED_MAGIC));
cur.partialCharge -= (float)Math.pow(0.563f, hero.pointsInTalent(Talent.CONSERVED_MAGIC));
if (cur.partialCharge < 0){
cur.partialCharge++;
cur.curCharges--;