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
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@ -1345,7 +1345,7 @@ items.weapon.melee.flail.stats_desc=This is a rather inaccurate weapon.\nThis we
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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.
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items.weapon.melee.gauntlet.name=stone gauntlet
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items.weapon.melee.gauntlet.stats_desc=This is a very fast weapon.\nThis weapon blocks 0-4 damage.
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items.weapon.melee.gauntlet.stats_desc=This is a very fast weapon.
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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.
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items.weapon.melee.glaive.name=glaive
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@ -1420,8 +1420,8 @@ items.weapon.melee.runicblade.stats_desc=This weapon benefits more from upgrades
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items.weapon.melee.runicblade.desc=A mysterious weapon from a distant land, with a bright blue blade.
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items.weapon.melee.sai.name=sai
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items.weapon.melee.sai.stats_desc=This is a very fast weapon.\nThis weapon blocks 0-2 damage.
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items.weapon.melee.sai.desc=Two thin blades meant to be wielded in one hand each. Excellent for parrying and swift cuts alike.
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items.weapon.melee.sai.stats_desc=This is a very fast weapon.
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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.
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items.weapon.melee.scimitar.name=scimitar
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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 {
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@Override
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public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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// lvl 0 - 33%
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// lvl 1 - 50%
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// lvl 2 - 60%
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// lvl 0 - 25%
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// lvl 1 - 40%
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// lvl 2 - 50%
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int level = Math.max( 0, weapon.buffedLvl() );
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if (Random.Int( level + 3 ) >= 2) {
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if (Random.Int( level + 4 ) >= 3) {
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//adds 3 turns of chill per proc, with a cap of 6 turns
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float durationToAdd = 3f;
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@ -42,12 +42,12 @@ public class Shocking extends Weapon.Enchantment {
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@Override
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public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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// lvl 0 - 33%
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// lvl 1 - 50%
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// lvl 2 - 60%
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// lvl 0 - 25%
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// lvl 1 - 40%
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// lvl 2 - 50%
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int level = Math.max( 0, weapon.buffedLvl() );
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if (Random.Int( level + 3 ) >= 2) {
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if (Random.Int( level + 4 ) >= 3) {
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affected.clear();
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arcs.clear();
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@ -56,7 +56,9 @@ public class Shocking extends Weapon.Enchantment {
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affected.remove(defender); //defender isn't hurt by lightning
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for (Char ch : affected) {
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ch.damage(Math.round(damage*0.4f), this);
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if (ch.alignment != attacker.alignment) {
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ch.damage(Math.round(damage * 0.4f), this);
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}
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}
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attacker.sprite.parent.addToFront( new Lightning( arcs, null ) );
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@ -39,8 +39,4 @@ public class Gauntlet extends MeleeWeapon {
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lvl*Math.round(0.5f*(tier+1)); //+3 per level, down from +6
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}
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@Override
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public int defenseFactor( Char owner ) {
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return 4; //4 extra defence
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}
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}
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@ -33,7 +33,7 @@ public class Greataxe extends MeleeWeapon {
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@Override
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public int max(int lvl) {
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return 5*(tier+5) + //50 base, up from 30
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return 5*(tier+3) + //40 base, up from 30
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lvl*(tier+1); //scaling unchanged
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}
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@ -41,7 +41,7 @@ public class Greatshield extends MeleeWeapon {
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@Override
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public int defenseFactor( Char owner ) {
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return 10+3*buffedLvl(); //10 extra defence, plus 3 per level;
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return 6+3*buffedLvl(); //6 extra defence, plus 3 per level;
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}
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public String statsInfo(){
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@ -35,13 +35,14 @@ public class RoundShield extends MeleeWeapon {
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@Override
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public int max(int lvl) {
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return 3*(tier+1) + //12 base, down from 20
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lvl*(tier-1); //+2 per level, down from +4
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return Math.round(2.5f*(tier+1)) + //10 base, down from 20
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lvl*(tier-1); //+2 per level, down from +4
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}
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@Override
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public int defenseFactor( Char owner ) {
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return 5+2*buffedLvl(); //5 extra defence, plus 2 per level;
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return 4+2*buffedLvl(); //4 extra defence, plus 2 per level;
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}
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public String statsInfo(){
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@ -39,8 +39,4 @@ public class Sai extends MeleeWeapon {
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lvl*Math.round(0.5f*(tier+1)); //+2 per level, down from +4
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}
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@Override
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public int defenseFactor( Char owner ) {
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return 2; //2 extra defence
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}
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}
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