v3.0.0: weapon ability buffs:
- combo strike bonus dmg up, mainly scaling - charged shot knockback and base bonus dmg up
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@@ -94,7 +94,7 @@ public class Crossbow extends MeleeWeapon {
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//knock them back along that ballistica
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WandOfBlastWave.throwChar(defender,
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trajectory,
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3,
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4,
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true,
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true,
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this);
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@@ -50,14 +50,14 @@ public class Gauntlet extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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//+(4+0.75*lvl) damage, roughly +40% base damage, +40% scaling
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int dmgBoost = augment.damageFactor(4 + Math.round(0.75f*buffedLvl()));
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//+(5+lvl) damage, roughly +50% base damage, +50% scaling
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int dmgBoost = augment.damageFactor(5 + buffedLvl());
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Sai.comboStrikeAbility(hero, target, 0, dmgBoost, this);
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}
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@Override
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public String abilityInfo() {
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int dmgBoost = levelKnown ? 4 + Math.round(0.75f*buffedLvl()) : 4;
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int dmgBoost = levelKnown ? 5 + buffedLvl() : 5;
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if (levelKnown){
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return Messages.get(this, "ability_desc", augment.damageFactor(dmgBoost));
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} else {
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@@ -66,7 +66,7 @@ public class Gauntlet extends MeleeWeapon {
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}
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public String upgradeAbilityStat(int level){
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return "+" + augment.damageFactor(4 + Math.round(0.75f*level));
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return "+" + augment.damageFactor(5 + level);
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}
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}
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@@ -52,14 +52,14 @@ public class Gloves extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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//+(2+0.5*lvl) damage, roughly +67% base damage, +50% scaling
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int dmgBoost = augment.damageFactor(2 + Math.round(0.5f*buffedLvl()));
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//+(3+0.75*lvl) damage, roughly +100% base damage, +100% scaling
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int dmgBoost = augment.damageFactor(3 + buffedLvl());
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Sai.comboStrikeAbility(hero, target, 0, dmgBoost, this);
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}
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@Override
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public String abilityInfo() {
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int dmgBoost = levelKnown ? 2 + Math.round(0.5f*buffedLvl()) : 2;
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int dmgBoost = levelKnown ? 3 + buffedLvl() : 3;
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if (levelKnown){
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return Messages.get(this, "ability_desc", augment.damageFactor(dmgBoost));
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} else {
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@@ -68,7 +68,7 @@ public class Gloves extends MeleeWeapon {
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}
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public String upgradeAbilityStat(int level){
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return "+" + augment.damageFactor(2 + Math.round(0.5f*level));
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return "+" + augment.damageFactor(3 + level);
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}
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}
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@@ -62,14 +62,14 @@ public class Sai extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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//+(3+0.67*lvl) damage, roughly +45% base damage, +45% scaling
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int dmgBoost = augment.damageFactor(3 + Math.round(0.67f*buffedLvl()));
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//+(4+lvl) damage, roughly +60% base damage, +67% scaling
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int dmgBoost = augment.damageFactor(4 + buffedLvl());
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Sai.comboStrikeAbility(hero, target, 0, dmgBoost, this);
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}
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@Override
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public String abilityInfo() {
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int dmgBoost = levelKnown ? 3 + Math.round(0.67f*buffedLvl()) : 3;
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int dmgBoost = levelKnown ? 4 + buffedLvl() : 4;
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if (levelKnown){
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return Messages.get(this, "ability_desc", augment.damageFactor(dmgBoost));
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} else {
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@@ -78,7 +78,7 @@ public class Sai extends MeleeWeapon {
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}
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public String upgradeAbilityStat(int level){
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return "+" + augment.damageFactor(3 + Math.round(0.67f*level));
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return "+" + augment.damageFactor(4 + level);
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}
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public static void comboStrikeAbility(Hero hero, Integer target, float multiPerHit, int boostPerHit, MeleeWeapon wep){
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@@ -79,8 +79,8 @@ public class Dart extends MissileWeapon {
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public int min(int lvl) {
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if (bow != null){
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if (!(this instanceof TippedDart) && Dungeon.hero.buff(Crossbow.ChargedShot.class) != null){
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//ability increases base dmg by 37.5%, scaling by 50%
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return 7 + //7 base
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//ability increases base dmg by 50%, scaling by 50%
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return 8 + //8 base
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2*bow.buffedLvl() + lvl;//+2 per bow level, +1 per level
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} else {
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return 4 + //4 base
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@@ -96,8 +96,8 @@ public class Dart extends MissileWeapon {
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public int max(int lvl) {
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if (bow != null){
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if (!(this instanceof TippedDart) && Dungeon.hero.buff(Crossbow.ChargedShot.class) != null){
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//ability increases base dmg by 37.5%, scaling by 50%
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return 15 + //15 base
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//ability increases base dmg by 50%, scaling by 50%
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return 16 + //16 base
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4*bow.buffedLvl() + 2*lvl; //+4 per bow level, +2 per level
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} else {
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return 12 + //12 base
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