v0.3.5a: balance changes to warrior

This commit is contained in:
Evan Debenham 2016-05-06 19:00:56 -04:00
parent 90db5b8c1f
commit e8e29910b3
4 changed files with 13 additions and 9 deletions

View File

@ -17,7 +17,7 @@ public class Berserk extends Buff {
} }
private State state = State.NORMAL; private State state = State.NORMAL;
private static final int EXHAUSTION_START = 30; private static final int EXHAUSTION_START = 40;
private int exhaustion; private int exhaustion;
private static final float LEVEL_RECOVER_START = 3f; private static final float LEVEL_RECOVER_START = 3f;
@ -77,7 +77,7 @@ public class Berserk extends Buff {
bonus = (50 - exhaustion) / 50f; bonus = (50 - exhaustion) / 50f;
} else { } else {
float percentMissing = 1f - target.HP/(float)target.HT; float percentMissing = 1f - target.HP/(float)target.HT;
bonus = 1f + (percentMissing * percentMissing); bonus = 1f + (float)Math.pow(percentMissing, 3);
} }
return Math.round(dmg * bonus); return Math.round(dmg * bonus);

View File

@ -197,18 +197,21 @@ public class Combo extends Buff implements ActionIndicator.Action {
//variance in damage dealt //variance in damage dealt
switch(type){ switch(type){
case CLOBBER: case CLOBBER:
dmg = Math.round(dmg*0.5f); dmg = Math.round(dmg*0.6f);
break; break;
case CLEAVE: case CLEAVE:
dmg = Math.round(dmg*1.4f); dmg = Math.round(dmg*1.5f);
break; break;
case SLAM: case SLAM:
//rolls 2 times, takes the highest roll
int dmgReroll = target.damageRoll();
if (dmgReroll > dmg) dmg = dmgReroll;
dmg = Math.round(dmg*1.6f); dmg = Math.round(dmg*1.6f);
break; break;
case CRUSH: case CRUSH:
//rolls 4 times, takes the highest roll //rolls 4 times, takes the highest roll
for (int i = 1; i < 4; i++) { for (int i = 1; i < 4; i++) {
int dmgReroll = target.damageRoll(); dmgReroll = target.damageRoll();
if (dmgReroll > dmg) dmg = dmgReroll; if (dmgReroll > dmg) dmg = dmgReroll;
} }
dmg = Math.round(dmg*2.5f); dmg = Math.round(dmg*2.5f);
@ -249,7 +252,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
} }
} }
} }
Buff.prolong(enemy, Paralysis.class, Random.NormalIntRange(0, 2)); Buff.prolong(enemy, Paralysis.class, Random.NormalIntRange(1, 4));
} }
break; break;
case SLAM: case SLAM:
@ -279,8 +282,9 @@ public class Combo extends Buff implements ActionIndicator.Action {
switch(type){ switch(type){
case CLEAVE: case CLEAVE:
if (!enemy.isAlive()) { if (!enemy.isAlive()) {
//combo isn't reset, but rather increments with a cleave kill //combo isn't reset, but rather increments with a cleave kill, and grants more time.
hit(); hit();
comboTime = 10f;
} else { } else {
detach(); detach();
ActionIndicator.clearAction(Combo.this); ActionIndicator.clearAction(Combo.this);

View File

@ -90,7 +90,7 @@ public class BrokenSeal extends Item {
if (armor == null) detach(); if (armor == null) detach();
else if (armor.isEquipped((Hero)target)) { else if (armor.isEquipped((Hero)target)) {
if (target.SHLD < maxShield()){ if (target.SHLD < maxShield()){
partialShield += 1/(30*Math.pow(0.9f, (maxShield() - target.SHLD - 1))); partialShield += 1/(35*Math.pow(0.885f, (maxShield() - target.SHLD - 1)));
} }
} }
while (partialShield >= 1){ while (partialShield >= 1){

View File

@ -80,7 +80,7 @@ actors.buffs.combo.bad_target=You must target an enemy in attack range.
actors.buffs.combo.clobber_prompt=Select a target to Clobber\nStuns and knocks back actors.buffs.combo.clobber_prompt=Select a target to Clobber\nStuns and knocks back
actors.buffs.combo.clobber_desc=_Clobber_ is currently available. This attack _knocks an enemy back and stuns them,_ but deals reduced damage. It's excellent for buying a little time during a fight. actors.buffs.combo.clobber_desc=_Clobber_ is currently available. This attack _knocks an enemy back and stuns them,_ but deals reduced damage. It's excellent for buying a little time during a fight.
actors.buffs.combo.cleave_prompt=Select a target to Cleave\nIf it kills, preserves combo actors.buffs.combo.cleave_prompt=Select a target to Cleave\nIf it kills, preserves combo
actors.buffs.combo.cleave_desc=_Cleave_ is currently available. This attack deals increased damage, and _if it kills an enemy, it will increase combo instead of resetting it._ It's great for building combo when fighting multiple enemies. actors.buffs.combo.cleave_desc=_Cleave_ is currently available. This attack deals increased damage, and _if it kills an enemy, it will preserve combo instead of resetting it._ It's great for building combo when fighting multiple enemies.
actors.buffs.combo.slam_prompt=Select a target to Slam\nShields you based on damage actors.buffs.combo.slam_prompt=Select a target to Slam\nShields you based on damage
actors.buffs.combo.slam_desc=_Slam_ is currently available. This attack deals increased damage, and _grants you shielding_ proportional to the damage you deal. It's great for finishing a fight, letting you carry over endurance to the next one. actors.buffs.combo.slam_desc=_Slam_ is currently available. This attack deals increased damage, and _grants you shielding_ proportional to the damage you deal. It's great for finishing a fight, letting you carry over endurance to the next one.
actors.buffs.combo.crush_prompt=Select a target to Crush\nDeals lots of damage actors.buffs.combo.crush_prompt=Select a target to Crush\nDeals lots of damage