v1.1.0: talent and subclass nerfs:
- double jump charge cost reduction down ~16%, turns of flexibility reduced to 3 - Assassin prep bonus damage down to 10/20/35/50% from 15/30/45/60%
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@ -541,7 +541,7 @@ actors.hero.talent.body_slam.desc=_+1:_ When the Warrior lands after jumping, al
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actors.hero.talent.impact_wave.title=impact wave
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actors.hero.talent.impact_wave.desc=_+1:_ When the Warrior lands after jumping, all adjacent enemies are knocked _2 tiles_ back and have a _25% chance_ of becoming vulnerable for 3 turns.\n\n_+2:_ When the Warrior lands after jumping, all adjacent enemies are knocked _3 tiles_ back and have a _50% chance_ of becoming vulnerable for 3 turns.\n\n_+3:_ When the Warrior lands after jumping, all adjacent enemies are knocked _4 tiles_ back and have a _75% chance_ of becoming vulnerable for 3 turns.\n\n_+4:_ When the Warrior lands after jumping, all adjacent enemies are knocked _5 tiles_ back and have a _100% chance_ of becoming vulnerable for 3 turns.
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actors.hero.talent.double_jump.title=double jump
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actors.hero.talent.double_jump.desc=_+1:_ If the Warrior performs a second leap within 5 turns, that leap has a _20% reduced_ charge cost.\n\n_+2:_ If the Warrior performs a second leap within 5 turns, that leap has a _36% reduced_ charge cost.\n\n_+3:_ If the Warrior performs a second leap within 5 turns, that leap has a _50% reduced_ charge cost.\n\n_+4:_ If the Warrior performs a second leap within 5 turns, that leap has a _60% reduced_ charge cost.
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actors.hero.talent.double_jump.desc=_+1:_ If the Warrior performs a second leap within 3 turns, that leap has a _16% reduced_ charge cost.\n\n_+2:_ If the Warrior performs a second leap within 3 turns, that leap has a _30% reduced_ charge cost.\n\n_+3:_ If the Warrior performs a second leap within 3 turns, that leap has a _41% reduced_ charge cost.\n\n_+4:_ If the Warrior performs a second leap within 3 turns, that leap has a _50% reduced_ charge cost.
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actors.hero.talent.expanding_wave.title=expanding wave
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actors.hero.talent.expanding_wave.desc=_+1:_ Shockwave's range is increased to _6 tiles_ from 5, and its width is increased to _75 degrees_ from 60.\n\n_+2:_ Shockwave's range is increased to _7 tiles_ from 5, and its width is increased to _90 degrees_ from 60.\n\n_+3:_ Shockwave's range is increased to _8 tiles_ from 5, and its width is increased to _105 degrees_ from 60.\n\n_+4:_ Shockwave's range is increased to _9 tiles_ from 5, and its width is increased to _120 degrees_ from 60.
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@ -55,10 +55,10 @@ public class Preparation extends Buff implements ActionIndicator.Action {
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}
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public enum AttackLevel{
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LVL_1( 1, 0.15f, 1),
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LVL_2( 3, 0.30f, 1),
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LVL_3( 5, 0.45f, 2),
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LVL_4( 9, 0.60f, 3);
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LVL_1( 1, 0.10f, 1),
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LVL_2( 3, 0.20f, 1),
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LVL_3( 5, 0.35f, 2),
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LVL_4( 9, 0.50f, 3);
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final int turnsReq;
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final float baseDmgBonus;
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@ -58,8 +58,8 @@ public class HeroicLeap extends ArmorAbility {
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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(DoubleJumpTracker.class) != null){
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//reduced charge use by 20%/36%/50%/60%
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chargeUse *= Math.pow(0.795, hero.pointsInTalent(Talent.DOUBLE_JUMP));
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//reduced charge use by 16%/30%/41%/50%
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chargeUse *= Math.pow(0.84, hero.pointsInTalent(Talent.DOUBLE_JUMP));
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}
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return chargeUse;
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}
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@ -120,7 +120,7 @@ public class HeroicLeap extends ArmorAbility {
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hero.buff(DoubleJumpTracker.class).detach();
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} else {
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if (hero.hasTalent(Talent.DOUBLE_JUMP)) {
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Buff.affect(hero, DoubleJumpTracker.class, 5);
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Buff.affect(hero, DoubleJumpTracker.class, 3);
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}
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}
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}
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