v0.3.5a: balance changes to warrior
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@ -17,7 +17,7 @@ public class Berserk extends Buff {
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}
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}
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private State state = State.NORMAL;
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private State state = State.NORMAL;
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private static final int EXHAUSTION_START = 30;
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private static final int EXHAUSTION_START = 40;
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private int exhaustion;
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private int exhaustion;
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private static final float LEVEL_RECOVER_START = 3f;
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private static final float LEVEL_RECOVER_START = 3f;
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@ -77,7 +77,7 @@ public class Berserk extends Buff {
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bonus = (50 - exhaustion) / 50f;
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bonus = (50 - exhaustion) / 50f;
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} else {
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} else {
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float percentMissing = 1f - target.HP/(float)target.HT;
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float percentMissing = 1f - target.HP/(float)target.HT;
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bonus = 1f + (percentMissing * percentMissing);
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bonus = 1f + (float)Math.pow(percentMissing, 3);
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}
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}
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return Math.round(dmg * bonus);
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return Math.round(dmg * bonus);
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@ -197,18 +197,21 @@ public class Combo extends Buff implements ActionIndicator.Action {
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//variance in damage dealt
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//variance in damage dealt
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switch(type){
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switch(type){
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case CLOBBER:
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case CLOBBER:
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dmg = Math.round(dmg*0.5f);
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dmg = Math.round(dmg*0.6f);
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break;
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break;
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case CLEAVE:
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case CLEAVE:
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dmg = Math.round(dmg*1.4f);
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dmg = Math.round(dmg*1.5f);
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break;
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break;
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case SLAM:
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case SLAM:
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//rolls 2 times, takes the highest roll
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int dmgReroll = target.damageRoll();
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if (dmgReroll > dmg) dmg = dmgReroll;
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dmg = Math.round(dmg*1.6f);
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dmg = Math.round(dmg*1.6f);
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break;
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break;
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case CRUSH:
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case CRUSH:
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//rolls 4 times, takes the highest roll
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//rolls 4 times, takes the highest roll
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for (int i = 1; i < 4; i++) {
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for (int i = 1; i < 4; i++) {
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int dmgReroll = target.damageRoll();
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dmgReroll = target.damageRoll();
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if (dmgReroll > dmg) dmg = dmgReroll;
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if (dmgReroll > dmg) dmg = dmgReroll;
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}
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}
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dmg = Math.round(dmg*2.5f);
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dmg = Math.round(dmg*2.5f);
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@ -249,7 +252,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
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}
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}
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}
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}
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}
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}
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Buff.prolong(enemy, Paralysis.class, Random.NormalIntRange(0, 2));
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Buff.prolong(enemy, Paralysis.class, Random.NormalIntRange(1, 4));
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}
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}
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break;
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break;
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case SLAM:
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case SLAM:
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@ -279,8 +282,9 @@ public class Combo extends Buff implements ActionIndicator.Action {
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switch(type){
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switch(type){
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case CLEAVE:
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case CLEAVE:
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if (!enemy.isAlive()) {
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if (!enemy.isAlive()) {
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//combo isn't reset, but rather increments with a cleave kill
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//combo isn't reset, but rather increments with a cleave kill, and grants more time.
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hit();
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hit();
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comboTime = 10f;
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} else {
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} else {
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detach();
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detach();
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ActionIndicator.clearAction(Combo.this);
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ActionIndicator.clearAction(Combo.this);
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@ -90,7 +90,7 @@ public class BrokenSeal extends Item {
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if (armor == null) detach();
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if (armor == null) detach();
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else if (armor.isEquipped((Hero)target)) {
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else if (armor.isEquipped((Hero)target)) {
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if (target.SHLD < maxShield()){
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if (target.SHLD < maxShield()){
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partialShield += 1/(30*Math.pow(0.9f, (maxShield() - target.SHLD - 1)));
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partialShield += 1/(35*Math.pow(0.885f, (maxShield() - target.SHLD - 1)));
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}
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}
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}
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}
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while (partialShield >= 1){
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while (partialShield >= 1){
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@ -80,7 +80,7 @@ actors.buffs.combo.bad_target=You must target an enemy in attack range.
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actors.buffs.combo.clobber_prompt=Select a target to Clobber\nStuns and knocks back
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actors.buffs.combo.clobber_prompt=Select a target to Clobber\nStuns and knocks back
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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.
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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.
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actors.buffs.combo.cleave_prompt=Select a target to Cleave\nIf it kills, preserves combo
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actors.buffs.combo.cleave_prompt=Select a target to Cleave\nIf it kills, preserves combo
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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.
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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.
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actors.buffs.combo.slam_prompt=Select a target to Slam\nShields you based on damage
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actors.buffs.combo.slam_prompt=Select a target to Slam\nShields you based on damage
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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.
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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.
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actors.buffs.combo.crush_prompt=Select a target to Crush\nDeals lots of damage
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actors.buffs.combo.crush_prompt=Select a target to Crush\nDeals lots of damage
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