v3.0.0: weapon ability buffs:

- combo strike bonus dmg up, mainly scaling
- charged shot knockback and base bonus dmg up
This commit is contained in:
Evan Debenham
2025-01-08 13:05:18 -05:00
parent 4151aa9546
commit 4d288e108e
5 changed files with 17 additions and 17 deletions

View File

@@ -94,7 +94,7 @@ public class Crossbow extends MeleeWeapon {
//knock them back along that ballistica
WandOfBlastWave.throwChar(defender,
trajectory,
3,
4,
true,
true,
this);

View File

@@ -50,14 +50,14 @@ public class Gauntlet extends MeleeWeapon {
@Override
protected void duelistAbility(Hero hero, Integer target) {
//+(4+0.75*lvl) damage, roughly +40% base damage, +40% scaling
int dmgBoost = augment.damageFactor(4 + Math.round(0.75f*buffedLvl()));
//+(5+lvl) damage, roughly +50% base damage, +50% scaling
int dmgBoost = augment.damageFactor(5 + buffedLvl());
Sai.comboStrikeAbility(hero, target, 0, dmgBoost, this);
}
@Override
public String abilityInfo() {
int dmgBoost = levelKnown ? 4 + Math.round(0.75f*buffedLvl()) : 4;
int dmgBoost = levelKnown ? 5 + buffedLvl() : 5;
if (levelKnown){
return Messages.get(this, "ability_desc", augment.damageFactor(dmgBoost));
} else {
@@ -66,7 +66,7 @@ public class Gauntlet extends MeleeWeapon {
}
public String upgradeAbilityStat(int level){
return "+" + augment.damageFactor(4 + Math.round(0.75f*level));
return "+" + augment.damageFactor(5 + level);
}
}

View File

@@ -52,14 +52,14 @@ public class Gloves extends MeleeWeapon {
@Override
protected void duelistAbility(Hero hero, Integer target) {
//+(2+0.5*lvl) damage, roughly +67% base damage, +50% scaling
int dmgBoost = augment.damageFactor(2 + Math.round(0.5f*buffedLvl()));
//+(3+0.75*lvl) damage, roughly +100% base damage, +100% scaling
int dmgBoost = augment.damageFactor(3 + buffedLvl());
Sai.comboStrikeAbility(hero, target, 0, dmgBoost, this);
}
@Override
public String abilityInfo() {
int dmgBoost = levelKnown ? 2 + Math.round(0.5f*buffedLvl()) : 2;
int dmgBoost = levelKnown ? 3 + buffedLvl() : 3;
if (levelKnown){
return Messages.get(this, "ability_desc", augment.damageFactor(dmgBoost));
} else {
@@ -68,7 +68,7 @@ public class Gloves extends MeleeWeapon {
}
public String upgradeAbilityStat(int level){
return "+" + augment.damageFactor(2 + Math.round(0.5f*level));
return "+" + augment.damageFactor(3 + level);
}
}

View File

@@ -62,14 +62,14 @@ public class Sai extends MeleeWeapon {
@Override
protected void duelistAbility(Hero hero, Integer target) {
//+(3+0.67*lvl) damage, roughly +45% base damage, +45% scaling
int dmgBoost = augment.damageFactor(3 + Math.round(0.67f*buffedLvl()));
//+(4+lvl) damage, roughly +60% base damage, +67% scaling
int dmgBoost = augment.damageFactor(4 + buffedLvl());
Sai.comboStrikeAbility(hero, target, 0, dmgBoost, this);
}
@Override
public String abilityInfo() {
int dmgBoost = levelKnown ? 3 + Math.round(0.67f*buffedLvl()) : 3;
int dmgBoost = levelKnown ? 4 + buffedLvl() : 4;
if (levelKnown){
return Messages.get(this, "ability_desc", augment.damageFactor(dmgBoost));
} else {
@@ -78,7 +78,7 @@ public class Sai extends MeleeWeapon {
}
public String upgradeAbilityStat(int level){
return "+" + augment.damageFactor(3 + Math.round(0.67f*level));
return "+" + augment.damageFactor(4 + level);
}
public static void comboStrikeAbility(Hero hero, Integer target, float multiPerHit, int boostPerHit, MeleeWeapon wep){

View File

@@ -79,8 +79,8 @@ public class Dart extends MissileWeapon {
public int min(int lvl) {
if (bow != null){
if (!(this instanceof TippedDart) && Dungeon.hero.buff(Crossbow.ChargedShot.class) != null){
//ability increases base dmg by 37.5%, scaling by 50%
return 7 + //7 base
//ability increases base dmg by 50%, scaling by 50%
return 8 + //8 base
2*bow.buffedLvl() + lvl;//+2 per bow level, +1 per level
} else {
return 4 + //4 base
@@ -96,8 +96,8 @@ public class Dart extends MissileWeapon {
public int max(int lvl) {
if (bow != null){
if (!(this instanceof TippedDart) && Dungeon.hero.buff(Crossbow.ChargedShot.class) != null){
//ability increases base dmg by 37.5%, scaling by 50%
return 15 + //15 base
//ability increases base dmg by 50%, scaling by 50%
return 16 + //16 base
4*bow.buffedLvl() + 2*lvl; //+4 per bow level, +2 per level
} else {
return 12 + //12 base