v0.9.3: balance tweaks to rogue abilities:
- hasty retreat scaling reduced - body replacement HP reduced by 33% - death mark charge cost down to 25 from 35 - deathly durability now grants 12.5% shielding per level, up from 10% - double mark now caps at 80% reduction, from 67%
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@ -377,7 +377,7 @@ actors.hero.abilities.rogue.smokebomb.desc=The Rogue throws down a smoke bomb an
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actors.hero.abilities.rogue.deathmark.name=death mark
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actors.hero.abilities.rogue.deathmark.ally_target=You can only mark enemies
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actors.hero.abilities.rogue.deathmark.short_desc=The Rogue places a _Death Mark_ on a chosen enemy. Marked enemies take bonus damage, but cannot die until the mark ends.
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actors.hero.abilities.rogue.deathmark.desc=The Rogue places a mark on a chosen enemy, causing them to take 25% extra damage. The mark is applied instantly and lasts for 5 turns.\n\nMarked enemies take bonus damage but are unable to die until the mark expires. If an enemy has 0 HP when the mark ends, they will immediately die.\n\nThis ability costs 35 charge.
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actors.hero.abilities.rogue.deathmark.desc=The Rogue places a mark on a chosen enemy, causing them to take 25% extra damage. The mark is applied instantly and lasts for 5 turns.\n\nMarked enemies take bonus damage but are unable to die until the mark expires. If an enemy has 0 HP when the mark ends, they will immediately die.\n\nThis ability costs 25 charge.
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actors.hero.abilities.rogue.deathmark$deathmarktracker.name=Marked for Death
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actors.hero.abilities.rogue.deathmark$deathmarktracker.desc=This enemy has been marked, causing them to take 25%% bonus damage, but also rendering them unable to die until the mark ends.\n\nTurns remaining: %s.
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actors.hero.abilities.rogue.shadowclone.name=shadow clone
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@ -638,18 +638,18 @@ actors.hero.talent.speedy_stealth.title=speedy stealth
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actors.hero.talent.speedy_stealth.desc=_+1:_ The Freerunner gains 2 stacks of momentum per turn while he is invisible.\n\n_+2:_ In addition to the benefits of +1, freerunning no longer counts down while the Freerunner is invisible.\n\n_+3:_ In addition to the benefits of +1 and +2, the Freerunner moves at 2x speed while invisible, regardless of whether he is freerunning or not.
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actors.hero.talent.hasty_retreat.title=hasty retreat
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actors.hero.talent.hasty_retreat.desc=_+1:_ After blinking the Rogue gains _2 turns_ of haste and invisibility.\n\n_+2:_ After blinking the Rogue gains _4 turns_ of haste and invisibility.\n\n_+3:_ After blinking the Rogue gains _6 turns_ of haste and invisibility.\n\n_+4:_ After blinking the Rogue gains _8 turns_ of haste and invisibility.
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actors.hero.talent.hasty_retreat.desc=_+1:_ After blinking the Rogue gains _2 turns_ of haste and invisibility.\n\n_+2:_ After blinking the Rogue gains _3 turns_ of haste and invisibility.\n\n_+3:_ After blinking the Rogue gains _4 turns_ of haste and invisibility.\n\n_+4:_ After blinking the Rogue gains _5 turns_ of haste and invisibility.
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actors.hero.talent.body_replacement.title=body replacement
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actors.hero.talent.body_replacement.desc=_+1:_ After blinking, the Rogue leaves a wooden decoy behind that has _30 health and 1-5 armor_.\n\n_+2:_ After blinking, the Rogue leaves a wooden decoy behind that has _60 health and 2-10 armor_.\n\n_+3:_ After blinking, the Rogue leaves a wooden decoy behind that has _90 health and 3-15 armor_.\n\n_+4:_ After blinking, the Rogue leaves a wooden decoy behind that has _120 health and 4-20 armor_.\n\nOnly one decoy can be active at a time.
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actors.hero.talent.body_replacement.desc=_+1:_ After blinking, the Rogue leaves a wooden decoy behind that has _20 health and 1-5 armor_.\n\n_+2:_ After blinking, the Rogue leaves a wooden decoy behind that has _40 health and 2-10 armor_.\n\n_+3:_ After blinking, the Rogue leaves a wooden decoy behind that has _60 health and 3-15 armor_.\n\n_+4:_ After blinking, the Rogue leaves a wooden decoy behind that has _80 health and 4-20 armor_.\n\nOnly one decoy can be active at a time.
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actors.hero.talent.shadow_step.title=shadow step
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actors.hero.talent.shadow_step.desc=_+1:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _24% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.\n\n_+2:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _42% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.\n\n_+3:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _56% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.\n\n_+4:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _67% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.
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actors.hero.talent.fear_the_reaper.title=fear the reaper
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actors.hero.talent.fear_the_reaper.desc=_+1:_ When a death marked enemy reaches 0 hp, they become _crippled_.\n\n_+2:_ When a death marked enemy reaches 0 hp, they become _feared and crippled_.\n\n_+3:_ When a death marked enemy reaches 0 hp, they become _feared and crippled_ and enemies within 3 tiles become _crippled_.\n\n_+4:_ When a death marked enemy reaches 0 hp, they become _feared and crippled_ and enemies within 3 tiles become _feared and crippled_.
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actors.hero.talent.deathly_durability.title=deathly durability
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actors.hero.talent.deathly_durability.desc=_+1:_ Enemies killed by death mark give the rogue shielding equal to _10%_ of their hp when they were marked.\n\n_+2:_ Enemies killed by death mark give the rogue shielding equal to _20%_ of their hp when they were marked.\n\n_+3:_ Enemies killed by death mark give the rogue shielding equal to _30%_ of their hp when they were marked.\n\n_+4:_ Enemies killed by death mark give the rogue shielding equal to _40%_ of their hp when they were marked.
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actors.hero.talent.deathly_durability.desc=_+1:_ Enemies killed by death mark give the rogue shielding equal to _13%_ of their hp when they were marked.\n\n_+2:_ Enemies killed by death mark give the rogue shielding equal to _25%_ of their hp when they were marked.\n\n_+3:_ Enemies killed by death mark give the rogue shielding equal to _38%_ of their hp when they were marked.\n\n_+4:_ Enemies killed by death mark give the rogue shielding equal to _50%_ of their hp when they were marked.
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actors.hero.talent.double_mark.title=double mark
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actors.hero.talent.double_mark.desc=_+1:_ Marking a second target at the same time as the first one has a _24% reduced_ charge cost.\n\n_+2:_ Marking a second target at the same time as the first one has a _42% reduced_ charge cost.\n\n_+3:_ Marking a second target at the same time as the first one has a _56% reduced_ charge cost.\n\n_+4:_ Marking a second target at the same time as the first one has a _67% reduced_ charge cost.
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actors.hero.talent.double_mark.desc=_+1:_ Marking a second target at the same time as the first one has a _33% reduced_ charge cost.\n\n_+2:_ Marking a second target at the same time as the first one has a _55% reduced_ charge cost.\n\n_+3:_ Marking a second target at the same time as the first one has a _70% reduced_ charge cost.\n\n_+4:_ Marking a second target at the same time as the first one has a _80% reduced_ charge cost.
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actors.hero.talent.rogue_3_1.title=TODO NAME
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actors.hero.talent.rogue_3_1.desc=TODO DESC
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@ -49,12 +49,16 @@ public class DeathMark extends ArmorAbility {
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return Messages.get(this, "prompt");
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}
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{
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baseChargeUse = 25f;
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}
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@Override
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public float chargeUse( Hero hero ) {
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float chargeUse = super.chargeUse(hero);
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if (hero.buff(DoubleMarkTracker.class) != null){
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//reduced charge use by 24%/42%/56%/67%
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chargeUse *= Math.pow(0.76, hero.pointsInTalent(Talent.DOUBLE_MARK));
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//reduced charge use by 33%/55%/70%/80%
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chargeUse *= Math.pow(0.67, hero.pointsInTalent(Talent.DOUBLE_MARK));
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}
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return chargeUse;
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}
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@ -168,7 +172,7 @@ public class DeathMark extends ArmorAbility {
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Sample.INSTANCE.play(Assets.Sounds.HIT_STAB);
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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target.die(this);
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int shld = Math.round(initialHP * (0.1f*Dungeon.hero.pointsInTalent(Talent.DEATHLY_DURABILITY)));
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int shld = Math.round(initialHP * (0.125f*Dungeon.hero.pointsInTalent(Talent.DEATHLY_DURABILITY)));
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if (shld > 0 && target.alignment != Char.Alignment.ALLY){
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Buff.affect(Dungeon.hero, Barrier.class).setShield(shld);
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}
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@ -107,7 +107,7 @@ public class SmokeBomb extends ArmorAbility {
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}
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if (hero.hasTalent(Talent.HASTY_RETREAT)){
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int duration = 2*hero.pointsInTalent(Talent.HASTY_RETREAT);
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int duration = 1+hero.pointsInTalent(Talent.HASTY_RETREAT);
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Buff.affect(hero, Haste.class, duration);
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Buff.affect(hero, Invisibility.class, duration);
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}
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@ -143,7 +143,7 @@ public class SmokeBomb extends ArmorAbility {
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alignment = Alignment.ALLY;
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HP = HT = 30*Dungeon.hero.pointsInTalent(Talent.BODY_REPLACEMENT);
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HP = HT = 20*Dungeon.hero.pointsInTalent(Talent.BODY_REPLACEMENT);
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}
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@Override
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