v3.2.0: Berserker nerfs:
- rate of rage gain and loss reduced by 25% - base enrage shield reduced to 8+2xlvl from 10+2xlvl
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@@ -129,7 +129,7 @@ public class Berserk extends ShieldBuff implements ActionIndicator.Action {
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if (powerLossBuffer > 0){
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powerLossBuffer--;
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} else {
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power -= GameMath.gate(0.1f, power, 1f) * 0.067f * Math.pow((target.HP / (float) target.HT), 2);
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power -= GameMath.gate(0.1f, power, 1f) * 0.05f * Math.pow((target.HP / (float) target.HT), 2);
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if (power < 1f){
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ActionIndicator.clearAction(this);
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@@ -210,7 +210,7 @@ public class Berserk extends ShieldBuff implements ActionIndicator.Action {
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turnRecovery *= 2f - power;
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}
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int baseShield = 10;
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int baseShield = 8;
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if (target instanceof Hero && ((Hero) target).belongings.armor() != null){
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baseShield += 2*((Hero) target).belongings.armor().buffedLvl();
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}
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@@ -219,7 +219,7 @@ public class Berserk extends ShieldBuff implements ActionIndicator.Action {
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//not accounting for talents
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public int maxShieldBoost(){
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int baseShield = 10;
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int baseShield = 8;
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if (target instanceof Hero && ((Hero) target).belongings.armor() != null){
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baseShield += 2*((Hero) target).belongings.armor().buffedLvl();
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}
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@@ -229,7 +229,7 @@ public class Berserk extends ShieldBuff implements ActionIndicator.Action {
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public void damage(int damage){
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if (state != State.NORMAL) return;
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float maxPower = 1f + 0.1667f*((Hero)target).pointsInTalent(Talent.ENDLESS_RAGE);
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power = Math.min(maxPower, power + (damage/(float)target.HT)/3f );
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power = Math.min(maxPower, power + (damage/(float)target.HT)/4f );
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BuffIndicator.refreshHero(); //show new power immediately
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powerLossBuffer = 3; //2 turns until rage starts dropping
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if (power >= 1f){
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