v0.7.4a: subclass balance changes:

- increased berserker rage loss rate by 33%
- reduced freerunner bonus evasion by 20%
- increased warlock soul mark heal to 40% from 33%
- warlock soul mark is now 2/5 effective when damage isn't being dealt by the warlock
This commit is contained in:
Evan Debenham
2019-07-27 13:52:34 -04:00
parent 1c290648e9
commit 7493f9d77d
3 changed files with 10 additions and 4 deletions

View File

@@ -98,7 +98,7 @@ public class Berserk extends Buff {
power = 0f;
}
} else if (state == State.NORMAL) {
power -= GameMath.gate(0.1f, power, 1f) * 0.05f * Math.pow((target.HP/(float)target.HT), 2);
power -= GameMath.gate(0.1f, power, 1f) * 0.067f * Math.pow((target.HP/(float)target.HT), 2);
if (power <= 0){
detach();

View File

@@ -63,8 +63,8 @@ public class Momentum extends Buff {
}
public int evasionBonus( int excessArmorStr ){
//10 evasion, +2.5 evasion per excess str, at max stacks
return Math.round((1f + 0.25f*excessArmorStr) * stacks);
//8 evasion, +2 evasion per excess str, at max stacks
return Math.round((0.8f + 0.2f*excessArmorStr) * stacks);
}
@Override

View File

@@ -537,8 +537,14 @@ public abstract class Mob extends Char {
if (buff(SoulMark.class) != null) {
int restoration = Math.min(damage, HP);
//physical damage that doesn't come from the hero is less effective
if (enemy != Dungeon.hero){
restoration = Math.round(restoration * 0.4f);
}
Buff.affect(Dungeon.hero, Hunger.class).satisfy(restoration);
Dungeon.hero.HP = (int)Math.ceil(Math.min(Dungeon.hero.HT, Dungeon.hero.HP+(restoration*0.33f)));
Dungeon.hero.HP = (int)Math.ceil(Math.min(Dungeon.hero.HT, Dungeon.hero.HP+(restoration*0.4f)));
Dungeon.hero.sprite.emitter().burst( Speck.factory(Speck.HEALING), 1 );
}