v0.9.3: Balance changes to the Warrior's talents:
- Improvised projectiles cooldown up to 50 turns from 30 - Strongman redesigned. Now grants 8/13/18% bonus str, rounded down. - Berserking Stamina bonus shield increased to 25/50/75%, from 16/33/50% - Cleave turn of combo increased to 15/30/45 from 10/20/30
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core/src/main
assets/messages/actors
java/com/shatteredpixel/shatteredpixeldungeon
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@ -440,22 +440,22 @@ actors.hero.talent.runic_transference.desc=_+1:_ The Warrior's broken seal can t
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actors.hero.talent.lethal_momentum.title=lethal momentum
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actors.hero.talent.lethal_momentum.desc=_+1:_ When the Warrior lands a killing blow with a physical weapon, it has a _67% chance_ to take 0 turns.\n\n_+2:_ When the Warrior lands a killing blow with a physical weapon, it has a _100% chance_ to take 0 turns.
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actors.hero.talent.improvised_projectiles.title=improvised projectiles
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actors.hero.talent.improvised_projectiles.desc=_+1:_ The Warrior can blind an enemy for _2 turns_ by throwing any item that isn’t a thrown weapon at them. This has a 30 turn cooldown.\n\n_+2:_ The Warrior can blind an enemy for _3 turns_ by throwing any item that isn’t a thrown weapon at them. This has a 30 turn cooldown.
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actors.hero.talent.improvised_projectiles.desc=_+1:_ The Warrior can blind an enemy for _2 turns_ by throwing any item that isn’t a thrown weapon at them. This has a 50 turn cooldown.\n\n_+2:_ The Warrior can blind an enemy for _3 turns_ by throwing any item that isn’t a thrown weapon at them. This has a 50 turn cooldown.
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actors.hero.talent.hold_fast.title=hold fast
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actors.hero.talent.hold_fast.desc=_+1:_ When the Warrior waits he gains _+2 armor_ until he moves.\n\n_+2:_ When the Warrior waits he gains _+4 armor_ until he moves.\n\n_+3:_ When the Warrior waits he gains _+6 armor_ until he moves.
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actors.hero.talent.strongman.title=strongman
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actors.hero.talent.strongman.desc=_+1:_ The Warrior needs _1 less strength_ to use armor.\n\n_+2:_ The Warrior needs _1 less strength_ to use armor and _1 less strength_ to use weapons.\n\n_+3:_ The Warrior needs _2 less strength_ to use armor and _1 less strength_ to use weapons.
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actors.hero.talent.strongman.desc=_+1:_ The Warrior's strength is _increased by 8%_, rounded down.\n\n_+2:_ The Warrior's strength is _increased by 13%_, rounded down.\n\n_+3:_ The Warrior's strength is _increased by 18%_, rounded down.
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actors.hero.talent.endless_rage.title=endless rage
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actors.hero.talent.endless_rage.desc=_+1:_ The Berserker can reach a max of _115% rage_.\n\n_+2:_ The Berserker can reach a max of _130% rage_.\n\n_+3:_ The Berserker can reach a max of _145% rage_.\n\nNote that rage above 100% will not grant more than +50% damage.
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actors.hero.talent.berserking_stamina.title=berserking stamina
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actors.hero.talent.berserking_stamina.desc=_+1:_ The Berserker gains _17% more shield_ when berserking, and the berserking cooldown is reduced to _1.67 levels_ from 2.\n\n_+2:_ The Berserker gains _33% more shield_ when berserking, and the berserking cooldown is reduced to _1.33 levels_ from 2.\n\n_+3:_ The Berserker gains _50% more shield_ when berserking, and the berserking cooldown is reduced to _1 level_ from 2.
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actors.hero.talent.berserking_stamina.desc=_+1:_ The Berserker gains _25% more shield_ when berserking, and the berserking cooldown is reduced to _1.67 levels_ from 2.\n\n_+2:_ The Berserker gains _50% more shield_ when berserking, and the berserking cooldown is reduced to _1.33 levels_ from 2.\n\n_+3:_ The Berserker gains _75% more shield_ when berserking, and the berserking cooldown is reduced to _1 level_ from 2.
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actors.hero.talent.enraged_catalyst.title=enraged catalyst
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actors.hero.talent.enraged_catalyst.desc=_+1:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _17% more often_ at 100% rage.\n\n_+2:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _33% more often_ at 100% rage.\n\n_+3:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _50% more often_ at 100% rage.
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actors.hero.talent.cleave.title=cleave
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actors.hero.talent.cleave.desc=_+1:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _10 turns_.\n\n_+2:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _20 turns_.\n\n_+3:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _30 turns_.
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actors.hero.talent.cleave.desc=_+1:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _15 turns_.\n\n_+2:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _30 turns_.\n\n_+3:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _45 turns_.
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actors.hero.talent.lethal_defense.title=lethal defense
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actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, he _regains 33%_ of the broken seal's shielding.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, he _regains 67%_ of the broken seal's shielding.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, he _regains 100%_ of the broken seal's shielding.
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actors.hero.talent.enhanced_combo.title=enhanced combo
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@ -120,7 +120,7 @@ public class Berserk extends Buff {
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if (shield != null){
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state = State.BERSERK;
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int shieldAmount = shield.maxShield() * 8;
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shieldAmount = Math.round(shieldAmount * (1f + Dungeon.hero.pointsInTalent(Talent.BERSERKING_STAMINA)/6f));
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shieldAmount = Math.round(shieldAmount * (1f + Dungeon.hero.pointsInTalent(Talent.BERSERKING_STAMINA)/4f));
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shield.supercharge(shieldAmount);
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SpellSprite.show(target, SpellSprite.BERSERK);
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@ -88,7 +88,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
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comboTime = 5f;
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if (!enemy.isAlive() || (enemy.buff(Corruption.class) != null && enemy.HP == enemy.HT)){
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comboTime = Math.max(comboTime, 10*((Hero)target).pointsInTalent(Talent.CLEAVE));
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comboTime = Math.max(comboTime, 15*((Hero)target).pointsInTalent(Talent.CLEAVE));
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}
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initialComboTime = comboTime;
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@ -225,6 +225,10 @@ public class Hero extends Char {
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STR += buff.boost();
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}
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if (hasTalent(Talent.STRONGMAN)){
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STR = (int)Math.floor(STR * (1f + 0.3f + 0.5f*pointsInTalent(Talent.STRONGMAN)));
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}
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return STR;
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}
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@ -564,7 +564,7 @@ public class Item implements Bundlable {
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if (enemy != null && enemy.alignment != curUser.alignment){
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Sample.INSTANCE.play(Assets.Sounds.HIT);
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Buff.affect(enemy, Blindness.class, 1f + curUser.pointsInTalent(Talent.IMPROVISED_PROJECTILES));
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Buff.affect(curUser, Talent.ImprovisedProjectileCooldown.class, 30f);
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Buff.affect(curUser, Talent.ImprovisedProjectileCooldown.class, 50f);
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}
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}
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if (user.buff(Talent.LethalMomentumTracker.class) != null){
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@ -537,13 +537,7 @@ public class Armor extends EquipableItem {
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lvl = Math.max(0, lvl);
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//strength req decreases at +1,+3,+6,+10,etc.
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int req = (8 + Math.round(tier * 2)) - (int)(Math.sqrt(8 * lvl + 1) - 1)/2;
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if (Dungeon.hero.hasTalent(Talent.STRONGMAN)){
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req -= (Dungeon.hero.pointsInTalent(Talent.STRONGMAN)+1)/2;
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}
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return req;
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return (8 + Math.round(tier * 2)) - (int)(Math.sqrt(8 * lvl + 1) - 1)/2;
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}
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@Override
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@ -210,11 +210,7 @@ abstract public class Weapon extends KindOfWeapon {
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lvl = Math.max(0, lvl);
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//strength req decreases at +1,+3,+6,+10,etc.
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int req = (8 + tier * 2) - (int)(Math.sqrt(8 * lvl + 1) - 1)/2;
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if (Dungeon.hero.pointsInTalent(Talent.STRONGMAN) >= 2) req--;
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return req;
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return (8 + tier * 2) - (int)(Math.sqrt(8 * lvl + 1) - 1)/2;
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}
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@Override
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