v0.6.2: balance changes to the berserker and flail

This commit is contained in:
Evan Debenham 2017-09-26 15:02:30 -04:00
parent d929e1b922
commit 75be01873c
4 changed files with 12 additions and 10 deletions

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@ -39,7 +39,7 @@ public class Berserk extends Buff {
} }
private State state = State.NORMAL; private State state = State.NORMAL;
private static final int EXHAUSTION_START = 40; private static final int EXHAUSTION_START = 60;
private int exhaustion; private int exhaustion;
private static final float LEVEL_RECOVER_START = 3f; private static final float LEVEL_RECOVER_START = 3f;
@ -95,11 +95,13 @@ public class Berserk extends Buff {
public int damageFactor(int dmg){ public int damageFactor(int dmg){
float bonus; float bonus;
if (state == State.EXHAUSTED) { if (state == State.BERSERK){
bonus = (50 - exhaustion) / 50f; bonus = 2f;
} else if (state == State.EXHAUSTED) {
bonus = 1f - ((float)Math.sqrt(exhaustion) / 10f);
} else { } else {
float percentMissing = 1f - target.HP/(float)target.HT; float percentMissing = 1f - target.HP/(float)target.HT;
bonus = 1f + (float)Math.pow(percentMissing, 3); bonus = 1f + (0.5f * (float)Math.pow(percentMissing, 2));
} }
return Math.round(dmg * bonus); return Math.round(dmg * bonus);
@ -175,7 +177,7 @@ public class Berserk extends Buff {
@Override @Override
public String desc() { public String desc() {
float dispDamage = damageFactor(10000)/100f; float dispDamage = damageFactor(100);
switch (state){ switch (state){
case NORMAL: default: case NORMAL: default:
return Messages.get(this, "angered_desc", dispDamage); return Messages.get(this, "angered_desc", dispDamage);

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@ -29,7 +29,7 @@ public class Flail extends MeleeWeapon {
image = ItemSpriteSheet.FLAIL; image = ItemSpriteSheet.FLAIL;
tier = 4; tier = 4;
DLY = 1.25f; //0.8x speed ACC = 0.8f; //0.8x accuracy
//also cannot surprise attack, see Hero.canSurpriseAttack //also cannot surprise attack, see Hero.canSurpriseAttack
} }

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@ -45,10 +45,10 @@ actors.buffs.berserk.angered=Angered
actors.buffs.berserk.berserk=Berserking actors.buffs.berserk.berserk=Berserking
actors.buffs.berserk.exhausted=Exhausted actors.buffs.berserk.exhausted=Exhausted
actors.buffs.berserk.recovering=Recovering actors.buffs.berserk.recovering=Recovering
actors.buffs.berserk.angered_desc=The severity of the berserker's injuries strengthen his blows. The lower the berserker's health is, the more bonus damage he will deal. This bonus is significantly stronger when the berserker is close to death.\n\nWhen the berserker is brought to 0 hp and is wearing his seal, he will go berserk and _refuse to die_ for a short time.\n\nCurrent damage: %.2f%%. actors.buffs.berserk.angered_desc=The severity of the berserker's injuries strengthen his blows. The lower the berserker's health is, the more bonus damage he will deal. This bonus is significantly stronger when the berserker is close to death.\n\nWhen the berserker is brought to 0 hp and is wearing his seal, he will go berserk and _refuse to die_ for a short time.\n\nCurrent damage: %.0f%%
actors.buffs.berserk.berserk_desc=At the brink of death, fear and uncertainty bleed away, leaving only anger. In this state of near-death the berserker is incredibly powerful, _dealing double damage, gaining bonus shielding, and refusing to die._\n\nThis bonus shielding is stronger the better the berserker's armor, and will slowly deplete over time. When this shielding is reduced to 0, the berserker will give in and die.\n\nAny form of healing will return the berserker to stability, but he will be exhausted. While exhausted, the berserker will suffer a large reduction in damage for a short time, and then will need to gain experience before being able to berserk again. actors.buffs.berserk.berserk_desc=At the brink of death, fear and uncertainty bleed away, leaving only anger. In this state of near-death the berserker is incredibly powerful, _dealing double damage, gaining bonus shielding, and refusing to die._\n\nThis bonus shielding is stronger the better the berserker's armor, and will slowly deplete over time. When this shielding is reduced to 0, the berserker will give in and die.\n\nAny form of healing will return the berserker to stability, but he will be exhausted. While exhausted, the berserker will suffer a large reduction in damage for a short time, and then will need to gain experience before being able to berserk again.
actors.buffs.berserk.exhausted_desc=Inner strength has its limits. The berserker is exhausted, weakening him and making him unable to rage.\n\nIn this state The berserker deals significantly reduced damage, and will immediately die at 0 health.\n\nTurns of exhaustion remaining: %d\nCurrent damage: %.2f%%. actors.buffs.berserk.exhausted_desc=Inner strength has its limits. The berserker is exhausted, weakening him and making him unable to rage.\n\nIn this state The berserker deals significantly reduced damage, and will immediately die at 0 health.\n\nTurns of exhaustion remaining: %d\nCurrent damage: %.0f%%
actors.buffs.berserk.recovering_desc=Inner strength has its limits. The berserker must rest before using his rage again.\n\nWhile recovering the berserker still deals bonus damage, but will immediately die at 0 health.\n\nLevels until recovered: %.2f\nCurrent damage: %.2f%%. actors.buffs.berserk.recovering_desc=Inner strength has its limits. The berserker must rest before using his rage again.\n\nWhile recovering the berserker still deals bonus damage, but will immediately die at 0 health.\n\nLevels until recovered: %.2f\nCurrent damage: %.0f%%
actors.buffs.berserk.rankings_desc=Berserked to Death actors.buffs.berserk.rankings_desc=Berserked to Death
actors.buffs.bleeding.name=Bleeding actors.buffs.bleeding.name=Bleeding

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@ -825,7 +825,7 @@ items.weapon.melee.dirk.stats_desc=This weapon is stronger against unaware enemi
items.weapon.melee.dirk.desc=A longer thrusting dagger, gives a bit more steel to plunge into foes. items.weapon.melee.dirk.desc=A longer thrusting dagger, gives a bit more steel to plunge into foes.
items.weapon.melee.flail.name=flail items.weapon.melee.flail.name=flail
items.weapon.melee.flail.stats_desc=This is a slightly slow weapon.\nThis weapon cannot surprise attack. items.weapon.melee.flail.stats_desc=This is a rather inaccurate weapon.\nThis weapon cannot surprise attack.
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.glaive.name=glaive items.weapon.melee.glaive.name=glaive