v2.1.0: balance changes to duelist subclasses

This commit is contained in:
Evan Debenham
2023-05-10 17:56:02 -04:00
parent 7f40a4d597
commit 279ea21ac0
4 changed files with 25 additions and 25 deletions

View File

@@ -291,7 +291,7 @@ actors.buffs.monkenergy$monkability$dash.desc=An instant dash up to 3 tiles away
actors.buffs.monkenergy$monkability$dragonkick.name=dragon kick
actors.buffs.monkenergy$monkability$dragonkick.desc=A devastating kick that deals %1$d-%2$d damage and ignores armor. The kick knocks the target away and paralyzes them for each tile they travel.
actors.buffs.monkenergy$monkability$meditate.name=meditate
actors.buffs.monkenergy$monkability$meditate.desc=The Monk focuses energy into her body for 5 turns. This clears most negative effects and grants her 10 turns of wand and artifact recharging.
actors.buffs.monkenergy$monkability$meditate.desc=The Monk focuses energy into her body for 5 turns. This clears most negative effects and grants her 8 turns of wand and artifact recharging.
actors.buffs.ooze.name=caustic ooze
actors.buffs.ooze.heromsg=Caustic ooze eats your flesh. Wash it away!
@@ -893,14 +893,14 @@ actors.hero.talent.secondary_charge.desc=_+1:_ The Champion's secondary weapon c
actors.hero.talent.twin_upgrades.title=twin upgrades
actors.hero.talent.twin_upgrades.desc=_+1:_ If one of the Champion's two equipped weapons has a lower level and is _2 or more tiers lower_ than the other weapon, it will be boosted to the other weapon's level.\n\n_+2:_ If one of the Champion's two equipped weapons has a lower level and is _1 or more tiers lower_ than the other weapon, it will be boosted to the other weapon's level\n\n_+3:_ If one of the Champion's two equipped weapons has a lower level and is _the same tier or lower_ than the other weapon, it will be boosted to the other weapon's level
actors.hero.talent.combined_lethality.title=combined lethality
actors.hero.talent.combined_lethality.desc=_+1:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 10% HP_.\n\n_+2:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 20% HP_.\n\n_+3:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 30% HP_.\n\nIf the second ability does not contain an attack, this talent will instead trigger on the Champion's next attack within 5 turns.
actors.hero.talent.combined_lethality.desc=_+1:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 13% HP_.\n\n_+2:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 27% HP_.\n\n_+3:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 40% HP_.\n\nIf the second ability does not contain an attack, this talent will instead trigger on the Champion's next attack within 5 turns.
actors.hero.talent.unencumbered_spirit.title=unencumbered spirit
actors.hero.talent.unencumbered_spirit.desc=_+1:_ The Monk gains _33% more energy_ for each piece of _tier 3 or lower_ equipment she is using.\n\n_+2:_ The Monk gains _67% more energy_ for each piece of _tier 2 or lower_ equipment she is using.\n\n_+3:_ The Monk gains _100% more energy_ for each piece of _tier 1_ equipment she is using. She also gains _150% more energy_ if she has no weapon (or ring of force), and gains a free cloth armor and studded gloves.
actors.hero.talent.unencumbered_spirit.desc=_+1:_ The Monk gains _40% more energy_ for each piece of _tier 3 or lower_ equipment she is using.\n\n_+2:_ The Monk gains _80% more energy_ for each piece of _tier 2 or lower_ equipment she is using.\n\n_+3:_ The Monk gains _120% more energy_ for each piece of _tier 1_ equipment she is using. She also gains a free cloth armor and studded gloves.\n\nNote that this talent gives no benefit from being unarmed or attacking with a Ring of Force.
actors.hero.talent.monastic_vigor.title=monastic vigor
actors.hero.talent.monastic_vigor.desc=_+1:_ If the Monk has _100% energy_, her abilities are empowered.\n\n_+2:_ If the Monk has _80% or more energy_, her abilities are empowered.\n\n_+3:_ If the Monk has _60% or more energy_, her abilities are empowered.\n\nWhen empowered:\n- Flurry applies enchantments at 75% power\n- Focus is instantaneous\n- Dash gains +2 range\n- Dragon Kick deals +33% damage and applies its knock back and stun effect to all adjacent enemies\n- Meditate slowly heals 20% of missing HP and grants 80% damage resistance.
actors.hero.talent.monastic_vigor.desc=_+1:_ If the Monk has _100% energy_, her abilities are empowered.\n\n_+2:_ If the Monk has _80% or more energy_, her abilities are empowered.\n\n_+3:_ If the Monk has _60% or more energy_, her abilities are empowered.\n\nWhen empowered:\n- Flurry applies your weapon's enchantment\n- Focus is instantaneous\n- Dash gains +3 range\n- Dragon Kick deals +50% damage and applies its knock back and stun effect to all adjacent enemies\n- Meditate slowly heals 20% of missing HP and grants 80% damage resistance.
actors.hero.talent.combined_energy.title=combined energy
actors.hero.talent.combined_energy.desc=_+1:_ If the Monk uses a weapon ability and a _4+ energy_ ability successively, she regains 33% of her spent energy and resets her ability cooldown.\n\n_+2:_ If the Monk uses a weapon ability and a _3+ energy_ ability successively, she regains 33% of her spent energy and resets her ability cooldown.\n\n_+3:_ If the Monk uses a weapon ability and a _2+ energy_ ability successively, she regains 33% of her spent energy and resets her ability cooldown.
actors.hero.talent.combined_energy.desc=_+1:_ If the Monk uses a weapon ability and a _4+ energy_ ability successively, she regains 50% of her spent energy and resets her ability cooldown.\n\n_+2:_ If the Monk uses a weapon ability and a _3+ energy_ ability successively, she regains 50% of her spent energy and resets her ability cooldown.\n\n_+3:_ If the Monk uses a weapon ability and a _2+ energy_ ability successively, she regains 50% of her spent energy and resets her ability cooldown.
actors.hero.talent.close_the_gap.title=close the gap
actors.hero.talent.close_the_gap.desc=_+1:_ The Duelist blinks _up to two tiles_ toward her target when starting a duel.\n\n_+2:_ The Duelist blinks _up to three tiles_ toward her target when starting a duel.\n\n_+3:_ The Duelist blinks _up to four tiles_ toward her target when starting a duel.\n\n_+4:_ The Duelist blinks _up to five tiles_ toward her target when starting a duel.\n\nThis blink can go through enemies and hazards, and is taken into account when determining if an enemy is in range to be challenged.

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@@ -458,7 +458,7 @@ public abstract class Char extends Actor {
if (combinedLethality != null){
if ( enemy.isAlive() && enemy.alignment != alignment && !Char.hasProp(enemy, Property.BOSS)
&& !Char.hasProp(enemy, Property.MINIBOSS) && this instanceof Hero &&
(enemy.HP/(float)enemy.HT) <= 0.10f*((Hero)this).pointsInTalent(Talent.COMBINED_LETHALITY)) {
(enemy.HP/(float)enemy.HT) <= 0.4f*((Hero)this).pointsInTalent(Talent.COMBINED_LETHALITY)/3f) {
enemy.HP = 0;
if (!enemy.isAlive()) {
enemy.die(this);

View File

@@ -169,26 +169,22 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
if (hero.belongings.armor() != null){
if (hero.belongings.armor().tier <= 1 && points >= 3){
enGainMulti += 1.00f;
enGainMulti += 1.20f;
} else if (hero.belongings.armor().tier <= 2 && points >= 2){
enGainMulti += 0.667f;
enGainMulti += 0.80f;
} else if (hero.belongings.armor().tier <= 3 && points >= 1){
enGainMulti += 0.333f;
enGainMulti += 0.40f;
}
}
if (hero.belongings.weapon() instanceof MeleeWeapon
&& hero.buff(RingOfForce.BrawlersStance.class) == null){
if (((MeleeWeapon) hero.belongings.weapon()).tier <= 1 && points >= 3){
enGainMulti += 1.00f;
enGainMulti += 1.20f;
} else if (((MeleeWeapon) hero.belongings.weapon()).tier <= 2 && points >= 2){
enGainMulti += 0.667f;
enGainMulti += 0.80f;
} else if (((MeleeWeapon) hero.belongings.weapon()).tier <= 3 && points >= 1){
enGainMulti += 0.333f;
}
} else if (hero.belongings.weapon == null) {
if (hero.buff(RingOfForce.Force.class) == null && points >= 3){
enGainMulti += 1.50f;
enGainMulti += 0.40f;
}
}
@@ -238,7 +234,7 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
}
public void processCombinedEnergy(Talent.CombinedEnergyAbilityTracker tracker){
energy = Math.min(energy+tracker.energySpent/3f, energyCap());
energy = Math.min(energy+tracker.energySpent/2f, energyCap());
cooldown = 0;
tracker.detach();
if (energy >= 1){
@@ -484,7 +480,7 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
int range = 3;
if (Buff.affect(hero, MonkEnergy.class).abilitiesEmpowered(hero)){
range += 2;
range += 3;
}
if (Dungeon.level.distance(hero.pos, target) > range){
@@ -568,7 +564,7 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
AttackIndicator.target(enemy);
boolean empowered = Buff.affect(hero, MonkEnergy.class).abilitiesEmpowered(hero);
if (hero.attack(enemy, empowered ? 4f : 3f, 0, Char.INFINITE_ACCURACY)){
if (hero.attack(enemy, empowered ? 4.5f : 3f, 0, Char.INFINITE_ACCURACY)){
Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
}
@@ -632,8 +628,6 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
GameScene.flash(0x88000000, false);
Sample.INSTANCE.play(Assets.Sounds.SCAN);
Buff.affect(hero, Recharging.class, 10f);
Buff.affect(hero, ArtifactRecharge.class).prolong(10f).ignoreHornOfPlenty = false;
for (Buff b : hero.buffs()){
if (b.type == Buff.buffType.NEGATIVE
&& !(b instanceof AllyBuff)
@@ -654,6 +648,16 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
Buff.affect(hero, MeditateResistance.class, hero.cooldown());
}
Actor.addDelayed(new Actor() {
@Override
protected boolean act() {
Buff.affect(hero, Recharging.class, 8f);
Buff.affect(hero, ArtifactRecharge.class).prolong(8f).ignoreHornOfPlenty = false;
Actor.remove(this);
return true;
}
}, hero.cooldown()-1);
hero.next();
Buff.affect(hero, MonkEnergy.class).abilityUsed(this);
}

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@@ -413,10 +413,6 @@ abstract public class Weapon extends KindOfWeapon {
multi += 0.2f;
}
if (attacker.buff(MonkEnergy.MonkAbility.FlurryEmpowerTracker.class) != null){
multi *= 0.75f;
}
return multi;
}