v0.8.1: Various nerfs to weapons and enchants:

- Chilling and Shocking proc rate reduced
- Shocking no longer harms allies
- Sai blocking reduced to 0 from 0-2
- Roundshield base dmg/block reduced to 3-10/0-4 from 3-12/0-5
- Greataxe base dmg reduced to 5-40 from 5-50
- Greatshield base block reduced to 0-6 from 0-10
- Gauntlet blocking reduced to 0 from 0-4
This commit is contained in:
Evan Debenham 2020-05-26 19:42:15 -04:00
parent 1daf5f40a2
commit 5a946e11c2
8 changed files with 22 additions and 27 deletions

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@ -1345,7 +1345,7 @@ items.weapon.melee.flail.stats_desc=This is a rather inaccurate weapon.\nThis we
items.weapon.melee.flail.desc=A spiked ball attached to a handle by a length of chain. Very unwieldy, but devastating if it lands a solid hit. items.weapon.melee.flail.desc=A spiked ball attached to a handle by a length of chain. Very unwieldy, but devastating if it lands a solid hit.
items.weapon.melee.gauntlet.name=stone gauntlet items.weapon.melee.gauntlet.name=stone gauntlet
items.weapon.melee.gauntlet.stats_desc=This is a very fast weapon.\nThis weapon blocks 0-4 damage. items.weapon.melee.gauntlet.stats_desc=This is a very fast weapon.
items.weapon.melee.gauntlet.desc=This massive gauntlet is made of crimson fabric with heavy magical stone layered on top. The fabric tightens around you, making the thick stone plates almost like a second skin. Swinging such a heavy weapon requires strength, but adds tremendous force to your blows. items.weapon.melee.gauntlet.desc=This massive gauntlet is made of crimson fabric with heavy magical stone layered on top. The fabric tightens around you, making the thick stone plates almost like a second skin. Swinging such a heavy weapon requires strength, but adds tremendous force to your blows.
items.weapon.melee.glaive.name=glaive items.weapon.melee.glaive.name=glaive
@ -1420,8 +1420,8 @@ items.weapon.melee.runicblade.stats_desc=This weapon benefits more from upgrades
items.weapon.melee.runicblade.desc=A mysterious weapon from a distant land, with a bright blue blade. items.weapon.melee.runicblade.desc=A mysterious weapon from a distant land, with a bright blue blade.
items.weapon.melee.sai.name=sai items.weapon.melee.sai.name=sai
items.weapon.melee.sai.stats_desc=This is a very fast weapon.\nThis weapon blocks 0-2 damage. items.weapon.melee.sai.stats_desc=This is a very fast weapon.
items.weapon.melee.sai.desc=Two thin blades meant to be wielded in one hand each. Excellent for parrying and swift cuts alike. items.weapon.melee.sai.desc=Two thin blades meant to be wielded in one hand each. Excellent for tearing down enemy with a flurry of cuts.
items.weapon.melee.scimitar.name=scimitar items.weapon.melee.scimitar.name=scimitar
items.weapon.melee.scimitar.stats_desc=This is a rather fast weapon. items.weapon.melee.scimitar.stats_desc=This is a rather fast weapon.

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@ -36,12 +36,12 @@ public class Chilling extends Weapon.Enchantment {
@Override @Override
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) { public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 33% // lvl 0 - 25%
// lvl 1 - 50% // lvl 1 - 40%
// lvl 2 - 60% // lvl 2 - 50%
int level = Math.max( 0, weapon.buffedLvl() ); int level = Math.max( 0, weapon.buffedLvl() );
if (Random.Int( level + 3 ) >= 2) { if (Random.Int( level + 4 ) >= 3) {
//adds 3 turns of chill per proc, with a cap of 6 turns //adds 3 turns of chill per proc, with a cap of 6 turns
float durationToAdd = 3f; float durationToAdd = 3f;

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@ -42,12 +42,12 @@ public class Shocking extends Weapon.Enchantment {
@Override @Override
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) { public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 33% // lvl 0 - 25%
// lvl 1 - 50% // lvl 1 - 40%
// lvl 2 - 60% // lvl 2 - 50%
int level = Math.max( 0, weapon.buffedLvl() ); int level = Math.max( 0, weapon.buffedLvl() );
if (Random.Int( level + 3 ) >= 2) { if (Random.Int( level + 4 ) >= 3) {
affected.clear(); affected.clear();
arcs.clear(); arcs.clear();
@ -56,8 +56,10 @@ public class Shocking extends Weapon.Enchantment {
affected.remove(defender); //defender isn't hurt by lightning affected.remove(defender); //defender isn't hurt by lightning
for (Char ch : affected) { for (Char ch : affected) {
if (ch.alignment != attacker.alignment) {
ch.damage(Math.round(damage * 0.4f), this); ch.damage(Math.round(damage * 0.4f), this);
} }
}
attacker.sprite.parent.addToFront( new Lightning( arcs, null ) ); attacker.sprite.parent.addToFront( new Lightning( arcs, null ) );
Sample.INSTANCE.play( Assets.Sounds.LIGHTNING ); Sample.INSTANCE.play( Assets.Sounds.LIGHTNING );

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@ -39,8 +39,4 @@ public class Gauntlet extends MeleeWeapon {
lvl*Math.round(0.5f*(tier+1)); //+3 per level, down from +6 lvl*Math.round(0.5f*(tier+1)); //+3 per level, down from +6
} }
@Override
public int defenseFactor( Char owner ) {
return 4; //4 extra defence
}
} }

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@ -33,7 +33,7 @@ public class Greataxe extends MeleeWeapon {
@Override @Override
public int max(int lvl) { public int max(int lvl) {
return 5*(tier+5) + //50 base, up from 30 return 5*(tier+3) + //40 base, up from 30
lvl*(tier+1); //scaling unchanged lvl*(tier+1); //scaling unchanged
} }

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@ -41,7 +41,7 @@ public class Greatshield extends MeleeWeapon {
@Override @Override
public int defenseFactor( Char owner ) { public int defenseFactor( Char owner ) {
return 10+3*buffedLvl(); //10 extra defence, plus 3 per level; return 6+3*buffedLvl(); //6 extra defence, plus 3 per level;
} }
public String statsInfo(){ public String statsInfo(){

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@ -35,13 +35,14 @@ public class RoundShield extends MeleeWeapon {
@Override @Override
public int max(int lvl) { public int max(int lvl) {
return 3*(tier+1) + //12 base, down from 20 return Math.round(2.5f*(tier+1)) + //10 base, down from 20
lvl*(tier-1); //+2 per level, down from +4 lvl*(tier-1); //+2 per level, down from +4
} }
@Override @Override
public int defenseFactor( Char owner ) { public int defenseFactor( Char owner ) {
return 5+2*buffedLvl(); //5 extra defence, plus 2 per level; return 4+2*buffedLvl(); //4 extra defence, plus 2 per level;
} }
public String statsInfo(){ public String statsInfo(){

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@ -39,8 +39,4 @@ public class Sai extends MeleeWeapon {
lvl*Math.round(0.5f*(tier+1)); //+2 per level, down from +4 lvl*Math.round(0.5f*(tier+1)); //+2 per level, down from +4
} }
@Override
public int defenseFactor( Char owner ) {
return 2; //2 extra defence
}
} }