v1.3.0: adjusted sacrificial curse, now scales much more based on curr HP
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@@ -37,7 +37,9 @@ public class Sacrificial extends Weapon.Enchantment {
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float procChance = 1/12f * procChanceMultiplier(attacker);
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if (Random.Float() < procChance) {
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Buff.affect(attacker, Bleeding.class).set(Math.max(1, attacker.HP/6), getClass());
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float missingPercent = attacker.HP/(float)attacker.HT;
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float bleedAmt = (float)(Math.pow(missingPercent, 2) * attacker.HT)/5;
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Buff.affect(attacker, Bleeding.class).set(Math.max(1, bleedAmt), getClass());
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}
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return damage;
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