v3.1.0: balance changes to Paladin subclass

This commit is contained in:
Evan Debenham
2025-05-08 12:55:51 -04:00
parent ed71b191a1
commit 3096552a29
4 changed files with 10 additions and 10 deletions

View File

@@ -665,12 +665,12 @@ actors.hero.spells.flash.desc=The Cleric channels their ascended form at a nearb
actors.hero.spells.guidinglight.name=guiding light
actors.hero.spells.guidinglight.short_desc=Deals ranged magic damage and guarantees a hit.
actors.hero.spells.guidinglight.desc=The Cleric fires a bolt of magical energy which strikes a target, dealing 2-8 damage and illuminating them. The next non-encumbered physical attack made against an illuminated enemy is guaranteed to hit them.
actors.hero.spells.guidinglight.desc_priest=_This spell is more powerful when cast by the Priest._ The first cast of the spell every 100 turns costs no tome charges, and illumination will be consumed by wands, other characters, and artifacts that directly affect enemies. When illuminated is used in this way, it deals bonus magic damage equal to the Priest's level.
actors.hero.spells.guidinglight.desc_priest=_This spell is more powerful when cast by the Priest._ The first cast of the spell every 100 turns costs no tome charges, and illumination will be consumed by wands, other characters, and artifacts that directly affect enemies. When illuminated is used in this way, it deals bonus magic damage equal to the Priest's level + 5.
actors.hero.spells.guidinglight$guidinglightpriestcooldown.name=Guiding Light
actors.hero.spells.guidinglight$guidinglightpriestcooldown.desc=The Priest will be able to cast Guiding Light for free again after 100 turns elapse.\n\nTurns remaining: %s.
actors.hero.spells.guidinglight$illuminated.name=Illuminated
actors.hero.spells.guidinglight$illuminated.desc=This character is glowing as a result of being struck by guiding light. While the glow isn't strong enough to brighten the surrounding area, the magical effect will make landing blows on them much easier for the Cleric.
actors.hero.spells.guidinglight$illuminated.desc_priest=The Priest can additionally consume illuminated with a wand zap, strike from an ally, or effects from some artifacts. Using illuminated in this way will deal bonus damage.
actors.hero.spells.guidinglight$illuminated.desc_priest=The Priest can additionally consume illuminated with a wand zap, strike from an ally, or effects from some artifacts. Using illuminated in this way will deal bonus magic damage equal to the Priest's level + 5.
actors.hero.spells.guidinglight$illuminated.desc_generic=Other heroes can still use illuminated to benefit from the searing light talent, but will not gain any accuracy.
actors.hero.spells.hallowedground.name=hallowed ground
@@ -1260,9 +1260,9 @@ actors.hero.talent.mnemonic_prayer.title=Mnemonic Prayer
actors.hero.talent.mnemonic_prayer.desc=_+1:_ The Priest can cast _Mnemonic Prayer,_ a spell that extends buffs/debuffs on an ally/enemy for _3 turns_ at 1 charge cost.\n\n_+2:_ The Priest can cast _Mnemonic Prayer,_ a spell that extends buffs/debuffs on an ally/enemy for _4 turns_ at 1 charge cost.\n\n_+3:_ The Priest can cast _Mnemonic Prayer,_ a spell that extends buffs/debuffs on an ally/enemy for _5 turns_ at 1 charge cost.\n\nMnemonic Prayer also re-illuminates the target if they were illuminated previously. Mnemonic Prayer can only extend a particular instance of a buff/debuff once, and cannot extend buffs from armor abilities.
actors.hero.talent.lay_on_hands.title=lay on hands
actors.hero.talent.lay_on_hands.desc=_+1:_ The Paladin can cast _Lay on Hands,_ a spell that instantly heals a nearby character for _10 HP,_ or grants the Paladin _10 shielding,_ at the cost of 1 charge.\n\n_+2:_ The Paladin can cast _Lay on Hands,_ a spell that instantly heals a nearby character for _15 HP,_ or grants the Paladin _15 shielding,_ at the cost of 1 charge.\n\n_+3:_ The Paladin can cast _Lay on Hands,_ a spell that instantly heals a nearby character for _20 HP,_ or grants the Paladin _20 shielding,_ at the cost of 1 charge.\n\nExcess healing from this spell is converted into shielding. Lay on Hands can be cast repeatedly, but cannot apply more than three casts worth of shielding at once.
actors.hero.talent.lay_on_hands.desc=_+1:_ The Paladin can cast _Lay on Hands,_ a spell that instantly heals a nearby character for _15 HP,_ or grants the Paladin _15 shielding,_ at the cost of 1 charge.\n\n_+2:_ The Paladin can cast _Lay on Hands,_ a spell that instantly heals a nearby character for _20 HP,_ or grants the Paladin _20 shielding,_ at the cost of 1 charge.\n\n_+3:_ The Paladin can cast _Lay on Hands,_ a spell that instantly heals a nearby character for _25 HP,_ or grants the Paladin _25 shielding,_ at the cost of 1 charge.\n\nExcess healing from this spell is converted into shielding. Lay on Hands can be cast repeatedly, but cannot apply more than three casts worth of shielding at once.
actors.hero.talent.aura_of_protection.title=aura of protection
actors.hero.talent.aura_of_protection.desc=_+1:_ The Paladin can cast _Aura of Protection,_ a spell that grants the Paladin and all allies within 2 tiles _15% damage resistance_ and the effect of the Paladin's armor glyph at _+50% power_ for 20 turns, at the cost of 2 charges.\n\n_+2:_ The Paladin can cast _Aura of Protection,_ a spell that grants the Paladin and all allies within 2 tiles _23% damage resistance_ and the effect of the Paladin's armor glyph at _+75% power_ for 20 turns, at the cost of 2 charges.\n\n_+3:_ The Paladin can cast _Aura of Protection,_ a spell that grants the Paladin and all allies within 2 tiles _30% damage resistance_ and the effect of the Paladin's armor glyph at _+100% power_ for 20 turns, at the cost of 2 charges.
actors.hero.talent.aura_of_protection.desc=_+1:_ The Paladin can cast _Aura of Protection,_ a spell that grants the Paladin and all allies within 2 tiles _20% damage resistance_ and the effect of the Paladin's armor glyph at _+50% power_ for 20 turns, at the cost of 2 charges.\n\n_+2:_ The Paladin can cast _Aura of Protection,_ a spell that grants the Paladin and all allies within 2 tiles _30% damage resistance_ and the effect of the Paladin's armor glyph at _+75% power_ for 20 turns, at the cost of 2 charges.\n\n_+3:_ The Paladin can cast _Aura of Protection,_ a spell that grants the Paladin and all allies within 2 tiles _40% damage resistance_ and the effect of the Paladin's armor glyph at _+100% power_ for 20 turns, at the cost of 2 charges.
actors.hero.talent.wall_of_light.title=wall of light
actors.hero.talent.wall_of_light.desc=_+1:_ The Paladin can cast _Wall of Light,_ a spell that creates a _3 tile wide_ solid wall in front of the Paladin that pushes away enemies and lasts for 20 turns, at the cost of 3 charges.\n\n_+2:_ The Paladin can cast _Wall of Light,_ a spell that creates a _5 tile wide_ solid wall in front of the Paladin that pushes away enemies and lasts for 20 turns, at the cost of 3 charges.\n\n_+3:_ The Paladin can cast _Wall of Light,_ a spell that creates a _7 tile wide_ solid wall in front of the Paladin that pushes away enemies and lasts for 20 turns, at the cost of 3 charges.\n\nThe wall can be placed cardinally or diagonally, only one wall can exist at a time.

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@@ -465,7 +465,7 @@ public abstract class Char extends Actor {
if (Dungeon.hero.alignment == enemy.alignment
&& Dungeon.hero.buff(AuraOfProtection.AuraBuff.class) != null
&& (Dungeon.level.distance(enemy.pos, Dungeon.hero.pos) <= 2 || enemy.buff(LifeLinkSpell.LifeLinkSpellBuff.class) != null)){
dmg *= 0.925f - 0.075f*Dungeon.hero.pointsInTalent(Talent.AURA_OF_PROTECTION);
dmg *= 0.9f - 0.1f*Dungeon.hero.pointsInTalent(Talent.AURA_OF_PROTECTION);
}
if (enemy.buff(MonkEnergy.MonkAbility.Meditate.MeditateResistance.class) != null){
@@ -833,12 +833,12 @@ public abstract class Char extends Actor {
//temporarily assign to a float to avoid rounding a bunch
float damage = dmg;
//if dmg is from a character we already reduced it in defenseProc
//if dmg is from a character we already reduced it in Char.attack
if (!(src instanceof Char)) {
if (Dungeon.hero.alignment == alignment
&& Dungeon.hero.buff(AuraOfProtection.AuraBuff.class) != null
&& (Dungeon.level.distance(pos, Dungeon.hero.pos) <= 2 || buff(LifeLinkSpell.LifeLinkSpellBuff.class) != null)) {
damage *= 0.925f - 0.075f*Dungeon.hero.pointsInTalent(Talent.AURA_OF_PROTECTION);
damage *= 0.9f - 0.1f*Dungeon.hero.pointsInTalent(Talent.AURA_OF_PROTECTION);
}
}

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@@ -46,7 +46,7 @@ public class AuraOfProtection extends ClericSpell {
@Override
public String desc() {
int dmgReduction = Math.round(7.5f + 7.5F*Dungeon.hero.pointsInTalent(Talent.AURA_OF_PROTECTION));
int dmgReduction = 10 + 10*Dungeon.hero.pointsInTalent(Talent.AURA_OF_PROTECTION);
int glyphPow = 25 + 25*Dungeon.hero.pointsInTalent(Talent.AURA_OF_PROTECTION);
return Messages.get(this, "desc", dmgReduction, glyphPow) + "\n\n" + Messages.get(this, "charge_cost", (int)chargeUse(Dungeon.hero));
}

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@@ -49,7 +49,7 @@ public class LayOnHands extends TargetedClericSpell {
@Override
public String desc() {
return Messages.get(this, "desc", 5 + 5*Dungeon.hero.pointsInTalent(Talent.LAY_ON_HANDS)) + "\n\n" + Messages.get(this, "charge_cost", (int)chargeUse(Dungeon.hero));
return Messages.get(this, "desc", 10 + 5*Dungeon.hero.pointsInTalent(Talent.LAY_ON_HANDS)) + "\n\n" + Messages.get(this, "charge_cost", (int)chargeUse(Dungeon.hero));
}
@Override
@@ -105,7 +105,7 @@ public class LayOnHands extends TargetedClericSpell {
}
private void affectChar(Hero hero, Char ch){
int totalHeal = 5 + 5*hero.pointsInTalent(Talent.LAY_ON_HANDS);
int totalHeal = 10 + 5*hero.pointsInTalent(Talent.LAY_ON_HANDS);
int totalBarrier = 0;
if (ch == hero){
Barrier barrier = Buff.affect(ch, Barrier.class);