v0.9.2: various berserk balance changes and berserking stamina talent
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@ -338,6 +338,8 @@ 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.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 _2.5 levels_ from 3.\n\n_+2:_ The Berserker gains _33% more shield_ when berserking, and the berserking cooldown is reduced to _2 levels_ from 3.\n\n_+3:_ The Berserker gains _50% more shield_ when berserking, and the berserking cooldown is reduced to _1.5 levels_ from 3.
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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.lethal_defense.title=lethal defense
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@ -42,7 +42,7 @@ public class Berserk extends Buff {
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}
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private State state = State.NORMAL;
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private static final float LEVEL_RECOVER_START = 2f;
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private static final float LEVEL_RECOVER_START = 3f;
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private float levelRecovery;
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private float power = 0;
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@ -73,7 +73,7 @@ public class Berserk extends Buff {
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if (berserking()){
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ShieldBuff buff = target.buff(WarriorShield.class);
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if (target.HP <= 0) {
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int dmg = 1 + (int)Math.ceil(target.shielding() * 0.1f);
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int dmg = 1 + (int)Math.ceil(target.shielding() * 0.05f);
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if (buff != null && buff.shielding() > 0) {
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buff.absorbDamage(dmg);
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} else {
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@ -89,7 +89,7 @@ public class Berserk extends Buff {
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}
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} else {
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state = State.RECOVERING;
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levelRecovery = LEVEL_RECOVER_START;
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levelRecovery = LEVEL_RECOVER_START - 0.5f*Dungeon.hero.pointsInTalent(Talent.BERSERKING_STAMINA);
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if (buff != null) buff.absorbDamage(buff.shielding());
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power = 0f;
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}
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@ -115,7 +115,9 @@ public class Berserk extends Buff {
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WarriorShield shield = target.buff(WarriorShield.class);
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if (shield != null){
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state = State.BERSERK;
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shield.supercharge(shield.maxShield() * 10);
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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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shield.supercharge(shieldAmount);
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SpellSprite.show(target, SpellSprite.BERSERK);
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Sample.INSTANCE.play( Assets.Sounds.CHALLENGE );
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@ -173,7 +175,7 @@ public class Berserk extends Buff {
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case BERSERK:
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return 0f;
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case RECOVERING:
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return 1f - levelRecovery/2f;
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return 1f - levelRecovery/LEVEL_RECOVER_START;
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}
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}
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@ -73,7 +73,7 @@ public enum Talent {
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//Warrior T3
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STRONGMAN(9, 3), WARRIOR_T3_2(10, 3),
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//Berserker T3
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ENDLESS_RAGE(11, 3), BERSERKER_T3_2(12, 3), BERSERKER_T3_3(13, 3),
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ENDLESS_RAGE(11, 3), BERSERKING_STAMINA(12, 3), BERSERKER_T3_3(13, 3),
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//Gladiator T3
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CLEAVE(14, 3), LETHAL_DEFENSE(15, 3), GLADIATOR_T3_3(16, 3),
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@ -458,7 +458,7 @@ public enum Talent {
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//tier 3
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switch (cls){
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case BERSERKER: default:
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Collections.addAll(tierTalents, ENDLESS_RAGE, BERSERKER_T3_2, BERSERKER_T3_3);
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Collections.addAll(tierTalents, ENDLESS_RAGE, BERSERKING_STAMINA, BERSERKER_T3_3);
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break;
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case GLADIATOR:
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Collections.addAll(tierTalents, CLEAVE, LETHAL_DEFENSE, GLADIATOR_T3_3);
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