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
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@@ -98,7 +98,7 @@ public class Berserk extends Buff {
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power = 0f;
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power = 0f;
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}
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}
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} else if (state == State.NORMAL) {
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} else if (state == State.NORMAL) {
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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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power -= GameMath.gate(0.1f, power, 1f) * 0.067f * Math.pow((target.HP/(float)target.HT), 2);
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if (power <= 0){
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if (power <= 0){
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detach();
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detach();
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@@ -63,8 +63,8 @@ public class Momentum extends Buff {
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}
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}
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public int evasionBonus( int excessArmorStr ){
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public int evasionBonus( int excessArmorStr ){
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//10 evasion, +2.5 evasion per excess str, at max stacks
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//8 evasion, +2 evasion per excess str, at max stacks
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return Math.round((1f + 0.25f*excessArmorStr) * stacks);
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return Math.round((0.8f + 0.2f*excessArmorStr) * stacks);
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}
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}
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@Override
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@Override
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@@ -537,8 +537,14 @@ public abstract class Mob extends Char {
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if (buff(SoulMark.class) != null) {
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if (buff(SoulMark.class) != null) {
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int restoration = Math.min(damage, HP);
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int restoration = Math.min(damage, HP);
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//physical damage that doesn't come from the hero is less effective
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if (enemy != Dungeon.hero){
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restoration = Math.round(restoration * 0.4f);
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}
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Buff.affect(Dungeon.hero, Hunger.class).satisfy(restoration);
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Buff.affect(Dungeon.hero, Hunger.class).satisfy(restoration);
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Dungeon.hero.HP = (int)Math.ceil(Math.min(Dungeon.hero.HT, Dungeon.hero.HP+(restoration*0.33f)));
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Dungeon.hero.HP = (int)Math.ceil(Math.min(Dungeon.hero.HT, Dungeon.hero.HP+(restoration*0.4f)));
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Dungeon.hero.sprite.emitter().burst( Speck.factory(Speck.HEALING), 1 );
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Dungeon.hero.sprite.emitter().burst( Speck.factory(Speck.HEALING), 1 );
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}
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}
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