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
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@ -577,16 +577,16 @@ actors.hero.talent.rogues_foresight.title=rogue's foresight
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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.
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actors.hero.talent.light_cloak.title=light cloak
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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_.
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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_.
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actors.hero.talent.enhanced_rings.title=enhanced rings
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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_.
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actors.hero.talent.enhanced_lethality.title=enhanced lethality
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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%.
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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%.
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actors.hero.talent.assassins_reach.title=assassin's reach
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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.
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actors.hero.talent.bounty_hunter.title=bounty hunter
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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_.
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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.
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actors.hero.talent.evasive_armor.title=evasive armor
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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 {
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//1st index is prep level, 2nd is talent level
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private static final float[][] KOThresholds = new float[][]{
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{.03f, .04f, .05f, .06f},
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{.10f, .12f, .14f, .16f},
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{.20f, .25f, .30f, .35f},
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{.40f, .60f, .80f, 1.0f}
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{.10f, .13f, .17f, .20f},
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{.20f, .27f, .33f, .40f},
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{.50f, .67f, .83f, 1.0f}
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};
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public float KOThreshold(){
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@ -146,6 +146,10 @@ public class Preparation extends Buff implements ActionIndicator.Action {
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ActionIndicator.clearAction(this);
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}
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public int attackLevel(){
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return AttackLevel.getLvl(turnsInvis).ordinal()+1;
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}
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public int damageRoll( Char attacker ){
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return AttackLevel.getLvl(turnsInvis).damageRoll(attacker);
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}
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@ -742,8 +742,11 @@ public abstract class Mob extends Char {
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}
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//bounty hunter talent
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if (Dungeon.hero.buff(Talent.BountyHunterTracker.class) != null){
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Dungeon.level.drop(new Gold(10 * Dungeon.hero.pointsInTalent(Talent.BOUNTY_HUNTER)), pos).sprite.drop();
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if (Dungeon.hero.buff(Talent.BountyHunterTracker.class) != null) {
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Preparation prep = Dungeon.hero.buff(Preparation.class);
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if (prep != null && Random.Float() < 0.25f * prep.attackLevel()) {
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Dungeon.level.drop(new Gold(15 * Dungeon.hero.pointsInTalent(Talent.BOUNTY_HUNTER)), pos).sprite.drop();
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}
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}
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}
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@ -220,7 +220,7 @@ public class CloakOfShadows extends Artifact {
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turnsToCharge /= RingOfEnergy.artifactChargeMultiplier(target);
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float chargeToGain = (1f / turnsToCharge);
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if (!isEquipped(Dungeon.hero)){
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chargeToGain *= 0.1f*Dungeon.hero.pointsInTalent(Talent.LIGHT_CLOAK);
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chargeToGain *= 0.4f*Dungeon.hero.pointsInTalent(Talent.LIGHT_CLOAK)/3f;
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}
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partialCharge += chargeToGain;
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}
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