v2.0.0: scaled back deadly followup talent slightly
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@@ -838,7 +838,7 @@ actors.hero.talent.lightweight_charge.title=lightweight charge
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actors.hero.talent.lightweight_charge.desc=_+1:_ When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes _17/11/8% less charge_.\n\n_+2:_ When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes _33/22/17% less charge_.\n\n_+3:_ When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes _50/33/25% less charge_.
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actors.hero.talent.lightweight_charge.meta_desc=_If this talent is gained by a different hero_ it will instead increase the damage of tier 2/3 melee weapons by 10/5% at +1, 20/10% at +2, or 30/15% at +3. Tier 1 weapons are unaffected.
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actors.hero.talent.deadly_followup.title=deadly followup
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actors.hero.talent.deadly_followup.desc=_+1:_ When the Duelist hits an enemy with a thrown weapon, she will deal _8% more melee damage_ to them for 5 turns.\n\n_+2:_ When the Duelist hits an enemy with a thrown weapon, she will deal _16% more melee damage_ to them for 5 turns.\n\n_+3:_ When the Duelist hits an enemy with a thrown weapon, she will deal _24% more melee damage_ to them for 5 turns.
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actors.hero.talent.deadly_followup.desc=_+1:_ When the Duelist hits an enemy with a thrown weapon, she will deal _7% more melee damage_ to them for 5 turns.\n\n_+2:_ When the Duelist hits an enemy with a thrown weapon, she will deal _13% more melee damage_ to them for 5 turns.\n\n_+3:_ When the Duelist hits an enemy with a thrown weapon, she will deal _20% more melee damage_ to them for 5 turns.
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#universal
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actors.hero.talent.heroic_energy.title=heroic energy
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@@ -628,7 +628,7 @@ public enum Talent {
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if (hero.belongings.weapon() instanceof MissileWeapon) {
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Buff.prolong(enemy, DeadlyFollowupTracker.class, 5f);
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} else if (enemy.buff(DeadlyFollowupTracker.class) != null){
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dmg = Math.round(dmg * (1.0f + .08f*hero.pointsInTalent(DEADLY_FOLLOWUP)));
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dmg = Math.round(dmg * (1.0f + .067f*hero.pointsInTalent(DEADLY_FOLLOWUP)));
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if (!(enemy instanceof Mob) || !((Mob) enemy).surprisedBy(hero)){
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG, 0.75f, 1.2f);
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}
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