v0.9.3: Balance changes to the Rogue's talents:

- Light Cloak charge speed up to 13/27/40% from 10/20/30%
- Enhanced lethality boosted at 2/3/4 prep tiers of charge
- Bounty hunter gold increased, but now has a chance to activate that scales with prep
This commit is contained in:
Evan Debenham 2021-04-26 23:24:59 -04:00
parent df0cbc3b66
commit a034ffd14f
4 changed files with 16 additions and 9 deletions

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@ -577,16 +577,16 @@ actors.hero.talent.rogues_foresight.title=rogue's foresight
actors.hero.talent.rogues_foresight.desc=_+1:_ When the Rogue is on a level with a secret room, he has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When the Rogue is on a level with a secret room, he has a _75% chance to notice_ that the level contains a secret. actors.hero.talent.rogues_foresight.desc=_+1:_ When the Rogue is on a level with a secret room, he has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When the Rogue is on a level with a secret room, he has a _75% chance to notice_ that the level contains a secret.
actors.hero.talent.light_cloak.title=light cloak actors.hero.talent.light_cloak.title=light cloak
actors.hero.talent.light_cloak.desc=_+1:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _10% speed_.\n\n_+2:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _20% speed_.\n\n_+3:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _30% speed_. actors.hero.talent.light_cloak.desc=_+1:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _13% speed_.\n\n_+2:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _27% speed_.\n\n_+3:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _40% speed_.
actors.hero.talent.enhanced_rings.title=enhanced rings actors.hero.talent.enhanced_rings.title=enhanced rings
actors.hero.talent.enhanced_rings.desc=_+1:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _3 turns_.\n\n_+2:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _6 turns_.\n\n_+3:_When the Rogue uses an artifact, his rings gain +1 upgrade for _9 turns_. actors.hero.talent.enhanced_rings.desc=_+1:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _3 turns_.\n\n_+2:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _6 turns_.\n\n_+3:_When the Rogue uses an artifact, his rings gain +1 upgrade for _9 turns_.
actors.hero.talent.enhanced_lethality.title=enhanced lethality actors.hero.talent.enhanced_lethality.title=enhanced lethality
actors.hero.talent.enhanced_lethality.desc=_+1:_ The Assassin can assassinate enemies below _4/12/25/60% health_ per level of preparation, up from 3/10/20/40%.\n\n_+2:_ The Assassin can assassinate enemies below _5/14/30/80% health_ per level of preparation, up from 3/10/20/40%.\n\n_+3:_ The Assassin can assassinate enemies below _6/16/35/100% health_ per level of preparation, up from 3/10/20/40%. actors.hero.talent.enhanced_lethality.desc=_+1:_ The Assassin can assassinate enemies below _4/13/27/67% health_ per level of preparation, up from 3/10/20/50%.\n\n_+2:_ The Assassin can assassinate enemies below _5/17/30/83% health_ per level of preparation, up from 3/10/33/50%.\n\n_+3:_ The Assassin can assassinate enemies below _6/20/40/100% health_ per level of preparation, up from 3/10/20/50%.
actors.hero.talent.assassins_reach.title=assassin's reach actors.hero.talent.assassins_reach.title=assassin's reach
actors.hero.talent.assassins_reach.desc=_+1:_ The Assassin's blink range per level of preparation is increased to _1/3/4/6 tiles_, from 1/2/3/4.\n\n_+2:_ The Assassin's blink range per level of preparation is increased to _2/4/6/8 tiles_, from 1/2/3/4.\n\n_+3:_ The Assassin's blink range per level of preparation is increased to _2/5/7/10 tiles_, from 1/2/3/4. actors.hero.talent.assassins_reach.desc=_+1:_ The Assassin's blink range per level of preparation is increased to _1/3/4/6 tiles_, from 1/2/3/4.\n\n_+2:_ The Assassin's blink range per level of preparation is increased to _2/4/6/8 tiles_, from 1/2/3/4.\n\n_+3:_ The Assassin's blink range per level of preparation is increased to _2/5/7/10 tiles_, from 1/2/3/4.
actors.hero.talent.bounty_hunter.title=bounty hunter actors.hero.talent.bounty_hunter.title=bounty hunter
actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy with a prepared strike they drop _10 extra gold_.\n\n_+2:_ When the Assassin kills an enemy with a prepared strike they drop _20 extra gold_.\n\n_+3:_ When the Assassin kills an enemy with a prepared strike they drop _30 extra gold_. actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy with a prepared strike they have a 25/50/75/100% chance to drop _15 extra gold_, per level of preparation.\n\n_+2:_ When the Assassin kills an enemy with a prepared strike they have a 25/50/75/100% chance to drop _30 extra gold_, per level of preparation.\n\n_+3:_ When the Assassin kills an enemy with a prepared strike they have a 25/50/75/100% chance to drop _45 extra gold_, per level of preparation.
actors.hero.talent.evasive_armor.title=evasive armor actors.hero.talent.evasive_armor.title=evasive armor
actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor. actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor.

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@ -73,9 +73,9 @@ public class Preparation extends Buff implements ActionIndicator.Action {
//1st index is prep level, 2nd is talent level //1st index is prep level, 2nd is talent level
private static final float[][] KOThresholds = new float[][]{ private static final float[][] KOThresholds = new float[][]{
{.03f, .04f, .05f, .06f}, {.03f, .04f, .05f, .06f},
{.10f, .12f, .14f, .16f}, {.10f, .13f, .17f, .20f},
{.20f, .25f, .30f, .35f}, {.20f, .27f, .33f, .40f},
{.40f, .60f, .80f, 1.0f} {.50f, .67f, .83f, 1.0f}
}; };
public float KOThreshold(){ public float KOThreshold(){
@ -145,6 +145,10 @@ public class Preparation extends Buff implements ActionIndicator.Action {
super.detach(); super.detach();
ActionIndicator.clearAction(this); ActionIndicator.clearAction(this);
} }
public int attackLevel(){
return AttackLevel.getLvl(turnsInvis).ordinal()+1;
}
public int damageRoll( Char attacker ){ public int damageRoll( Char attacker ){
return AttackLevel.getLvl(turnsInvis).damageRoll(attacker); return AttackLevel.getLvl(turnsInvis).damageRoll(attacker);

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@ -742,8 +742,11 @@ public abstract class Mob extends Char {
} }
//bounty hunter talent //bounty hunter talent
if (Dungeon.hero.buff(Talent.BountyHunterTracker.class) != null){ if (Dungeon.hero.buff(Talent.BountyHunterTracker.class) != null) {
Dungeon.level.drop(new Gold(10 * Dungeon.hero.pointsInTalent(Talent.BOUNTY_HUNTER)), pos).sprite.drop(); Preparation prep = Dungeon.hero.buff(Preparation.class);
if (prep != null && Random.Float() < 0.25f * prep.attackLevel()) {
Dungeon.level.drop(new Gold(15 * Dungeon.hero.pointsInTalent(Talent.BOUNTY_HUNTER)), pos).sprite.drop();
}
} }
} }

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@ -220,7 +220,7 @@ public class CloakOfShadows extends Artifact {
turnsToCharge /= RingOfEnergy.artifactChargeMultiplier(target); turnsToCharge /= RingOfEnergy.artifactChargeMultiplier(target);
float chargeToGain = (1f / turnsToCharge); float chargeToGain = (1f / turnsToCharge);
if (!isEquipped(Dungeon.hero)){ if (!isEquipped(Dungeon.hero)){
chargeToGain *= 0.1f*Dungeon.hero.pointsInTalent(Talent.LIGHT_CLOAK); chargeToGain *= 0.4f*Dungeon.hero.pointsInTalent(Talent.LIGHT_CLOAK)/3f;
} }
partialCharge += chargeToGain; partialCharge += chargeToGain;
} }