v2.5.0: T3 class talent buffs:
- deadly followup dmg per level up to +10% from +8% - precise assault acc bonus up to 2x/5x/inf., from 2x/4x/8x - hold fast armor per level up to 1-2 from 0-2
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@@ -234,7 +234,7 @@ actors.buffs.hex.heromsg=You have been hexed!
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actors.buffs.hex.desc=Dark magic which saps focus, making the target slightly disoriented.\n\nHexing reduces accuracy and evasion by 20%%, making the target less effective in combat.\n\nTurns of hex remaining: %s.
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actors.buffs.holdfast.name=hold fast
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actors.buffs.holdfast.desc=The Warrior is holding his position, increasing his armor by 0-%d. This will last until he moves.
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actors.buffs.holdfast.desc=The Warrior is holding his position, increasing his armor by %1$d-%2$d. This will last until he moves.
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actors.buffs.hunger.hungry=hungry
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actors.buffs.hunger.starving=starving
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@@ -661,7 +661,7 @@ 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 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 _0-2 armor_ until he moves.\n\n_+2:_ When the Warrior waits he gains _0-4 armor_ until he moves.\n\n_+3:_ When the Warrior waits he gains _0-6 armor_ until he moves.
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actors.hero.talent.hold_fast.desc=_+1:_ When the Warrior waits he gains _1-2 armor_ until he moves.\n\n_+2:_ When the Warrior waits he gains _2-4 armor_ until he moves.\n\n_+3:_ When the Warrior waits he gains _3-6 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'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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@@ -917,7 +917,7 @@ actors.hero.talent.precise_assault.title=precise assault
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actors.hero.talent.precise_assault.desc=_+1:_ When the Duelist uses a weapon ability, she gains _2x accuracy_ on her next melee attack within 5 turns.\n\n_+2:_ When the Duelist uses a weapon ability, she gains _4x accuracy_ on her next melee attack within 5 turns.\n\n_+3:_ When the Duelist uses a weapon ability, she gains _8x accuracy_ on her next melee attack within 5 turns.
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actors.hero.talent.precise_assault.meta_desc=_If this talent is gained by a different hero_ it will instead increase overall accuracy by 10% at +1, 20% at +2, or 30% at +3.
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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 _10% more melee damage_ to them for 5 turns.\n\n_+2:_ When the Duelist hits an enemy with a thrown weapon, she will deal _20% more melee damage_ to them for 5 turns.\n\n_+3:_ When the Duelist hits an enemy with a thrown weapon, she will deal _30% more melee damage_ to them for 5 turns.
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actors.hero.talent.varied_charge.title=varied charge
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actors.hero.talent.varied_charge.desc=_+1:_ The Champion instantly regains _0.17 weapon charges_ when she uses two different weapon abilities, with no time limit.\n\n_+2:_ The Champion instantly regains _0.33 weapon charges_ when she uses two different weapon abilities, with no time limit.\n\n_+3:_ The Champion instantly regains _0.5 weapon charges_ when she uses two different weapon abilities, with no time limit.
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+2
-2
@@ -50,7 +50,7 @@ public class HoldFast extends Buff {
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public int armorBonus(){
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if (pos == target.pos && target instanceof Hero){
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return Random.NormalIntRange(0, 2* ((Hero) target).pointsInTalent(Talent.HOLD_FAST));
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return Random.NormalIntRange(((Hero) target).pointsInTalent(Talent.HOLD_FAST), 2*((Hero) target).pointsInTalent(Talent.HOLD_FAST));
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} else {
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detach();
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return 0;
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@@ -69,7 +69,7 @@ public class HoldFast extends Buff {
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@Override
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public String desc() {
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return Messages.get(this, "desc", 2*Dungeon.hero.pointsInTalent(Talent.HOLD_FAST));
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return Messages.get(this, "desc", Dungeon.hero.pointsInTalent(Talent.HOLD_FAST), 2*Dungeon.hero.pointsInTalent(Talent.HOLD_FAST));
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}
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private static final String POS = "pos";
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@@ -756,7 +756,7 @@ public enum Talent {
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}
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} else if (hero.buff(DeadlyFollowupTracker.class) != null
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&& hero.buff(DeadlyFollowupTracker.class).object == enemy.id()){
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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 + .1f*hero.pointsInTalent(DEADLY_FOLLOWUP)));
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}
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}
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+9
-2
@@ -308,8 +308,15 @@ public class MeleeWeapon extends Weapon {
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} else if (this instanceof Flail && owner.buff(Flail.SpinAbilityTracker.class) != null){
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//do nothing, this is not a regular attack so don't consume talent fx
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} else if (owner.buff(Talent.PreciseAssaultTracker.class) != null) {
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// 2x/4x/8x ACC for duelist if she just used a weapon ability
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ACC *= Math.pow(2, ((Hero) owner).pointsInTalent(Talent.PRECISE_ASSAULT));
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// 2x/5x/inf. ACC for duelist if she just used a weapon ability
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switch (((Hero) owner).pointsInTalent(Talent.PRECISE_ASSAULT)){
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default: case 1:
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ACC *= 2; break;
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case 2:
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ACC *= 5; break;
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case 3:
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ACC *= Float.POSITIVE_INFINITY; break;
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}
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owner.buff(Talent.PreciseAssaultTracker.class).detach();
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} else if (owner.buff(Talent.LiquidAgilACCTracker.class) != null){
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//3x/inf. ACC, depending on talent level
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