v2.1.0: balance changes to Duelist armor abilities (mostly buffs)

This commit is contained in:
Evan Debenham
2023-05-10 14:13:03 -04:00
parent a0334915f8
commit 7aaf757479
5 changed files with 46 additions and 46 deletions

View File

@@ -493,7 +493,7 @@ actors.hero.abilities.duelist.challenge$duelparticipant.desc=This character is p
actors.hero.abilities.duelist.elementalstrike.name=elemental strike
actors.hero.abilities.duelist.elementalstrike.short_desc=The Duelist performs an _Elemental Strike_, spreading an effect in a conical AOE based on her weapon enchantment.
actors.hero.abilities.duelist.elementalstrike.desc=The Duelist strikes an enemy or location, performing a regular attack that's guaranteed to hit and spreading a magical effect that travels up to 3 tiles in a 65 degree cone. This magical effect varies based on the enchantment on the Duelist's primary weapon.
actors.hero.abilities.duelist.elementalstrike.generic_desc=An elemental strike with no enchantment will release a small burst of magic, dealing 5-10 damage to all enemies in range.
actors.hero.abilities.duelist.elementalstrike.generic_desc=An elemental strike with no enchantment will release a small burst of magic, dealing 6-12 damage to all enemies in range.
actors.hero.abilities.duelist.feint.name=feint
actors.hero.abilities.duelist.feint.prompt=Choose a location to dash to
actors.hero.abilities.duelist.feint.too_far=That location is not adjacent to you.
@@ -905,9 +905,9 @@ actors.hero.talent.combined_energy.desc=_+1:_ If the Monk uses a weapon ability
actors.hero.talent.close_the_gap.title=close the gap
actors.hero.talent.close_the_gap.desc=_+1:_ The Duelist blinks _up to two tiles_ toward her target when starting a duel.\n\n_+2:_ The Duelist blinks _up to three tiles_ toward her target when starting a duel.\n\n_+3:_ The Duelist blinks _up to four tiles_ toward her target when starting a duel.\n\n_+4:_ The Duelist blinks _up to five tiles_ toward her target when starting a duel.\n\nThis blink can go through enemies and hazards, and is taken into account when determining if an enemy is in range to be challenged.
actors.hero.talent.invigorating_victory.title=invigorating victory
actors.hero.talent.invigorating_victory.desc=_+1:_ If the Duelist defeats her target before the duel ends, she heals for _3 HP plus 30% of the damage_ she took during the duel.\n\n_+2:_ If the Duelist defeats her target before the duel ends, she heals for _6 HP plus 50% of the damage_ she took during the duel.\n\n_+3:_ If the Duelist defeats her target before the duel ends, she heals for _9 HP plus 65% of the damage_ she took during the duel.\n\n_+4:_ If the Duelist defeats her target before the duel ends, she heals for _12 HP plus 75% of the damage_ she took during the duel.
actors.hero.talent.invigorating_victory.desc=_+1:_ If the Duelist defeats her target before the duel ends, she heals for _5 HP plus 30% of the damage_ she took during the duel.\n\n_+2:_ If the Duelist defeats her target before the duel ends, she heals for _10 HP plus 50% of the damage_ she took during the duel.\n\n_+3:_ If the Duelist defeats her target before the duel ends, she heals for _15 HP plus 65% of the damage_ she took during the duel.\n\n_+4:_ If the Duelist defeats her target before the duel ends, she heals for _20 HP plus 75% of the damage_ she took during the duel.
actors.hero.talent.elimination_match.title=elimination match
actors.hero.talent.elimination_match.desc=_+1:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _20% reduced_ charge cost.\n\n_+2:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _36% reduced_ charge cost.\n\n_+3:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _50% reduced_ charge cost.\n\n_+4:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _60% reduced_ charge cost.
actors.hero.talent.elimination_match.desc=_+1:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _16% reduced_ charge cost.\n\n_+2:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _30% reduced_ charge cost.\n\n_+3:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _40% reduced_ charge cost.\n\n_+4:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _50% reduced_ charge cost.
actors.hero.talent.elemental_reach.title=elemental reach
actors.hero.talent.elemental_reach.desc=_+1:_ Elemental strike's range is increased to _4 tiles_ from 3, and its width is increased to _75 degrees_ from 65.\n\n_+2:_ Elemental strike's range is increased to _5 tiles_ from 3, and its width is increased to _85 degrees_ from 65.\n\n_+3:_ Elemental strike's range is increased to _6 tiles_ from 3, and its width is increased to _95 degrees_ from 65.\n\n_+4:_ Elemental strike's range is increased to _7 tiles_ from 3, and its width is increased to _105 degrees_ from 65.
@@ -919,7 +919,7 @@ actors.hero.talent.directed_power.desc=_+1:_ The direct attack from elemental st
actors.hero.talent.feigned_retreat.title=feigned retreat
actors.hero.talent.feigned_retreat.desc=_+1:_ If an enemy attacks the Duelist's afterimage, she gains _2 turns_ of haste.\n\n_+2:_ If an enemy attacks the Duelist's afterimage, she gains _4 turns_ of haste.\n\n_+3:_ If an enemy attacks the Duelist's afterimage, she gains _6 turns_ of haste.\n\n_+4:_ If an enemy attacks the Duelist's afterimage, she gains _8 turns_ of haste.
actors.hero.talent.expose_weakness.title=expose weakness
actors.hero.talent.expose_weakness.desc=_+1:_ Enemies that attack the Duelist's afterimage become vulnerable for _1 turn_.\n\n_+2:_ Enemies that attack the Duelist's afterimage become vulnerable for _2 turns_.\n\n_+3:_ Enemies that attack the Duelist's afterimage become vulnerable for _3 turns_.\n\n_+4:_ Enemies that attack the Duelist's afterimage become vulnerable for _4 turns_.
actors.hero.talent.expose_weakness.desc=_+1:_ Enemies that attack the Duelist's afterimage become vulnerable for _2 turns_.\n\n_+2:_ Enemies that attack the Duelist's afterimage become vulnerable for _4 turns_.\n\n_+3:_ Enemies that attack the Duelist's afterimage become vulnerable for _6 turns_.\n\n_+4:_ Enemies that attack the Duelist's afterimage become vulnerable for _8 turns_.
actors.hero.talent.counter_ability.title=counter ability
actors.hero.talent.counter_ability.desc=_+1:_ If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume _0.5 fewer charges_.\n\n_+2:_ If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume _1 fewer charge_.\n\n_+3:_ If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume _1.5 fewer charges_.\n\n_+4:_ If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume _2 fewer charges_.

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@@ -1410,11 +1410,11 @@ items.weapon.curses.annoying.msg_11=I didn't want to be a weapon, I wanted to be
items.weapon.curses.annoying.msg_12=Remember, overconfidence is a slow and insidious killer.
items.weapon.curses.annoying.msg_13=ALL YOUR BASE ARE BELONG TO US!
items.weapon.curses.annoying.desc=Annoying weapons are capable of speech, but they're a bit too energetic. They will often draw attention to you without meaning to.
items.weapon.curses.annoying.elestrike_desc=An elemental strike with an annoying curse has a 20% chance to amok each enemy in range for 5 turns.
items.weapon.curses.annoying.elestrike_desc=An elemental strike with an annoying curse has a 20% chance to amok each enemy in range for 6 turns.
items.weapon.curses.dazzling.name=dazzling %s
items.weapon.curses.dazzling.desc=Dazzling weapons will sometimes flash with dazzling light, blinding everything that can see them.
items.weapon.curses.dazzling.elestrike_desc=An elemental strike with a dazzling curse has a 50% chance to blind each enemy in range for 5 turns.
items.weapon.curses.dazzling.elestrike_desc=An elemental strike with a dazzling curse has a 50% chance to blind each enemy in range for 6 turns.
items.weapon.curses.displacing.name=displacing %s
items.weapon.curses.displacing.desc=Displacing weapons are infused with chaotic teleportation magic, possessing the ability to warp enemies around the floor randomly.
@@ -1431,54 +1431,54 @@ items.weapon.curses.explosive.elestrike_desc=An elemental strike with an explosi
items.weapon.curses.friendly.name=friendly %s
items.weapon.curses.friendly.desc=Friendly weapons are best suited for pacifists, occasionally triggering magic that makes it impossible to fight.
items.weapon.curses.friendly.elestrike_desc=An elemental strike with a friendly curse has a 50% chance to charm each enemy in range for 5 turns.
items.weapon.curses.friendly.elestrike_desc=An elemental strike with a friendly curse has a 50% chance to charm each enemy in range for 6 turns.
items.weapon.curses.polarized.name=polarized %s
items.weapon.curses.polarized.desc=A polarized weapon is affected by magic that causes its attack to either deal 50% more damage, or no damage at all.
items.weapon.curses.polarized.elestrike_desc=An elemental strike with a polarized curse has a 50% chance to deal 20-30 damage to each enemy in range.
items.weapon.curses.polarized.elestrike_desc=An elemental strike with a polarized curse has a 50% chance to deal 24-36 damage to each enemy in range.
items.weapon.curses.sacrificial.name=sacrificial %s
items.weapon.curses.sacrificial.desc=Sacrificial weapons will demand blood from the wearer in return for attacking foes. The more healthy the wearer is, the more blood the curse will take.
items.weapon.curses.sacrificial.elestrike_desc=An elemental strike with a sacrificial curse causes the hero and each enemy in range to bleed for 10 HP.
items.weapon.curses.sacrificial.elestrike_desc=An elemental strike with a sacrificial curse causes the hero and each enemy in range to bleed for 12 HP.
items.weapon.curses.wayward.name=wayward %s
items.weapon.curses.wayward.desc=Wayward weapons will sometimes become extremely inaccurate. This magic lasts for a little while when it activates, but can be dispelled by landing a blow with the wayward weapon.
items.weapon.curses.wayward.elestrike_desc=An elemental strike with a wayward curse has a 50% chance to hex each enemy in range for 5 turns.
items.weapon.curses.wayward.elestrike_desc=An elemental strike with a wayward curse has a 50% chance to hex each enemy in range for 6 turns.
items.weapon.curses.wayward$waywardbuff.name=wayward
items.weapon.curses.wayward$waywardbuff.desc=Your wayward weapon's magic has activated, making it extremely inaccurate for a short time. Note that this does not affect attacks which are guaranteed to hit, such as surprise attacks. Successfully attacking with the wayward weapon will clear this effect immediately.\n\nTurns remaining: %s.
###enchantments
items.weapon.enchantments.blazing.name=blazing %s
items.weapon.enchantments.blazing.desc=This enchantment causes flames to spit forth from a weapon, igniting enemies and dealing bonus damage to enemies that are already aflame.
items.weapon.enchantments.blazing.elestrike_desc=An elemental strike with a blazing enchantment spreads fire to every tile in range, which lasts 6 turns.
items.weapon.enchantments.blazing.elestrike_desc=An elemental strike with a blazing enchantment spreads fire to every tile in range, which lasts 8 turns.
items.weapon.enchantments.blocking.name=blocking %s
items.weapon.enchantments.blocking.desc=Blocking weapons have a chance to briefly shield you after attacking with them.
items.weapon.enchantments.blocking.elestrike_desc=An elemental strike with a blocking enchantment grants the Duelist an extra 5 shielding for each enemy in range.
items.weapon.enchantments.blocking.elestrike_desc=An elemental strike with a blocking enchantment grants the Duelist an extra 6 shielding for each enemy in range.
items.weapon.enchantments.blocking$blockbuff.name=blocking
items.weapon.enchantments.blocking$blockbuff.desc=Your weapon's blocking enchantment has granted you a brief boost to your defensive power!\n\nShielding remaining: %d\n\nTurns remaining: %s.
items.weapon.enchantments.blooming.name=blooming %s
items.weapon.enchantments.blooming.desc=Blooming weapons contain magic which will cause vegetation to sprout on or around those struck by them.
items.weapon.enchantments.blooming.elestrike_desc=An elemental strike with a blooming enchantment spreads grass to up to 6 tiles in range, and roots all enemies in range for 5 turns.
items.weapon.enchantments.blooming.elestrike_desc=An elemental strike with a blooming enchantment spreads grass to up to 8 tiles in range, and roots all enemies in range for 6 turns.
items.weapon.enchantments.chilling.name=chilling %s
items.weapon.enchantments.chilling.desc=Enemies struck with this enchantment are chilled, slowing their movement and attacks.
items.weapon.enchantments.chilling.elestrike_desc=An elemental strike with a chilling enchantment spreads chilling air to every tile in range, which lasts 6 turns.
items.weapon.enchantments.chilling.elestrike_desc=An elemental strike with a chilling enchantment spreads chilling air to every tile in range, which lasts 8 turns.
items.weapon.enchantments.kinetic.name=kinetic %s
items.weapon.enchantments.kinetic.desc=When an enemy is killed with a kinetic weapon, any excess force is stored in the weapon and will be applied to the next successful attack.
items.weapon.enchantments.kinetic.elestrike_desc=An elemental strike with a kinetic enchantment applies 33% of stored damage to each enemy in range, except the primary target.
items.weapon.enchantments.kinetic.elestrike_desc=An elemental strike with a kinetic enchantment applies 40% of stored damage to each enemy in range, except the primary target.
items.weapon.enchantments.kinetic$conserveddamage.name=conserved damage
items.weapon.enchantments.kinetic$conserveddamage.desc=Your weapon has stored the excess force from a previous killing blow, and will apply it as bonus damage to your next attack. The energy will slowly fade over time, however.\n\nConserved Damage: %d.
items.weapon.enchantments.corrupting.name=corrupting %s
items.weapon.enchantments.corrupting.desc=This powerful enchantment possesses the ability to turn enemies to your will. When an enemy is killed with this weapon, there is a chance they will become corrupted instead of dying.
items.weapon.enchantments.corrupting.elestrike_desc=An elemental strike with a corrupting enchantment has a 4-20% chance (based on missing HP) to corrupt each enemy in range, except the primary target.
items.weapon.enchantments.corrupting.elestrike_desc=An elemental strike with a corrupting enchantment has a 5-25% chance (based on missing HP) to corrupt each enemy in range, except the primary target.
items.weapon.enchantments.elastic.name=elastic %s
items.weapon.enchantments.elastic.desc=Elastic weapons have a chance to send enemies flying back short distances.
items.weapon.enchantments.elastic.elestrike_desc=An elemental strike with an elastic enchantment knocks all enemies in range back 4 tiles.
items.weapon.enchantments.elastic.elestrike_desc=An elemental strike with an elastic enchantment knocks all enemies in range back 5 tiles.
items.weapon.enchantments.grim.name=grim %s
items.weapon.enchantments.grim.desc=This powerful enchantment possesses the power to instantly execute an enemy. The effect is more likely to occur the weaker the enemy is.
@@ -1486,15 +1486,15 @@ items.weapon.enchantments.grim.elestrike_desc=An elemental strike with a grim en
items.weapon.enchantments.lucky.name=lucky %s
items.weapon.enchantments.lucky.desc=Enemies which are killed by a lucky weapon have a chance to drop extra loot.
items.weapon.enchantments.lucky.elestrike_desc=An elemental strike with a lucky enchantment has a 10% chance to spawn loot under each enemy in range. This effect can only trigger once per enemy.
items.weapon.enchantments.lucky.elestrike_desc=An elemental strike with a lucky enchantment has a 12.5% chance to spawn loot under each enemy in range. This effect can only trigger once per enemy.
items.weapon.enchantments.projecting.name=projecting %s
items.weapon.enchantments.projecting.desc=With this enchantment melee weapons will gain extra reach. Ranged weapons will be able to penetrate nearby walls.
items.weapon.enchantments.projecting.elestrike_desc=An elemental strike with a projecting enchantment deals 25% damage to each enemy in range, except the primary target.
items.weapon.enchantments.projecting.elestrike_desc=An elemental strike with a projecting enchantment deals 30% damage to each enemy in range, except the primary target.
items.weapon.enchantments.shocking.name=shocking %s
items.weapon.enchantments.shocking.desc=Electricity arcs from a shocking weapon, dealing extra damage to all nearby enemies.
items.weapon.enchantments.shocking.elestrike_desc=An elemental strike with a shocking enchantment spreads electricity to every tile in range, which lasts 6 turns.
items.weapon.enchantments.shocking.elestrike_desc=An elemental strike with a shocking enchantment spreads electricity to every tile in range, which lasts 8 turns.
items.weapon.enchantments.unstable.name=unstable %s
items.weapon.enchantments.unstable.desc=This enchantment radiates chaotic energy, acting as a different enchantment with each hit.
@@ -1502,7 +1502,7 @@ items.weapon.enchantments.unstable.elestrike_desc=An elemental strike with an un
items.weapon.enchantments.vampiric.name=vampiric %s
items.weapon.enchantments.vampiric.desc=This powerful enchantment leeches life force from enemies with each blow, funneling it back into the wearer. The effect is stronger the lower the wearer's health.
items.weapon.enchantments.vampiric.elestrike_desc=An elemental strike with a vampiric enchantment heals the Duelist for 2 HP for each enemy in range.
items.weapon.enchantments.vampiric.elestrike_desc=An elemental strike with a vampiric enchantment heals the Duelist for 2.5 HP for each enemy in range.
###melee weapons

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@@ -75,8 +75,8 @@ public class Challenge extends ArmorAbility {
public float chargeUse( Hero hero ) {
float chargeUse = super.chargeUse(hero);
if (hero.buff(EliminationMatchTracker.class) != null){
//reduced charge use by 20%/36%/50%/60%
chargeUse *= Math.pow(0.795, hero.pointsInTalent(Talent.ELIMINATION_MATCH));
//reduced charge use by 16%/30%/41%/50%
chargeUse *= Math.pow(0.84, hero.pointsInTalent(Talent.ELIMINATION_MATCH));
}
return chargeUse;
}
@@ -259,9 +259,9 @@ public class Challenge extends ArmorAbility {
hpToHeal = heroBuff.takenDmg;
}
//heals for 30%/50%/65%/75% of taken damage plus 3/6/9/12 bonus, based on talent points
//heals for 30%/50%/65%/75% of taken damage plus 5/10/15/20 bonus, based on talent points
hpToHeal = (int)Math.round(hpToHeal * (1f - Math.pow(0.707f, Dungeon.hero.pointsInTalent(Talent.INVIGORATING_VICTORY))));
hpToHeal += 3*Dungeon.hero.pointsInTalent(Talent.INVIGORATING_VICTORY);
hpToHeal += 5*Dungeon.hero.pointsInTalent(Talent.INVIGORATING_VICTORY);
hpToHeal = Math.min(hpToHeal, Dungeon.hero.HT - Dungeon.hero.HP);
if (hpToHeal > 0){
Dungeon.hero.HP += hpToHeal;

View File

@@ -249,13 +249,13 @@ public class ElementalStrike extends ArmorAbility {
//*** Blocking ***
} else if (ench instanceof Blocking){
if (targetsHit > 0){
Buff.affect(hero, Barrier.class).setShield(Math.round(5f*targetsHit*powerMulti));
Buff.affect(hero, Barrier.class).setShield(Math.round(6f*targetsHit*powerMulti));
}
//*** Vampiric ***
} else if (ench instanceof Vampiric){
if (targetsHit > 0){
int heal = Math.round(2f*targetsHit*powerMulti);
int heal = Math.round(2.5f*targetsHit*powerMulti);
heal = Math.min( heal, hero.HT - hero.HP );
if (heal > 0){
hero.HP += heal;
@@ -296,26 +296,26 @@ public class ElementalStrike extends ArmorAbility {
//*** Blazing ***
if (ench instanceof Blazing){
for (int cell : cone.cells) {
GameScene.add(Blob.seed(cell, Math.round(6 * powerMulti), Fire.class));
GameScene.add(Blob.seed(cell, Math.round(8 * powerMulti), Fire.class));
}
//*** Chilling ***
} else if (ench instanceof Chilling){
for (int cell : cone.cells) {
GameScene.add(Blob.seed(cell, Math.round(6 * powerMulti), Freezing.class));
GameScene.add(Blob.seed(cell, Math.round(8 * powerMulti), Freezing.class));
}
//*** Shocking ***
} else if (ench instanceof Shocking){
for (int cell : cone.cells) {
GameScene.add(Blob.seed(cell, Math.round(6 * powerMulti), Electricity.class));
GameScene.add(Blob.seed(cell, Math.round(8 * powerMulti), Electricity.class));
}
//*** Blooming ***
} else if (ench instanceof Blooming){
ArrayList<Integer> cells = new ArrayList<>(cone.cells);
Random.shuffle(cells);
int grassToPlace = Math.round(6*powerMulti);
int grassToPlace = Math.round(8*powerMulti);
//start spawning furrowed grass if exp is not being gained
// each hero level is worth 20 normal uses, but just 5 if no enemies are present
@@ -366,7 +366,7 @@ public class ElementalStrike extends ArmorAbility {
//*** no enchantment ***
if (ench == null) {
for (Char ch : affected){
ch.damage(Math.round(powerMulti*Random.NormalIntRange(5, 10)), ElementalStrike.this);
ch.damage(Math.round(powerMulti*Random.NormalIntRange(6, 12)), ElementalStrike.this);
}
//*** Kinetic ***
@@ -374,7 +374,7 @@ public class ElementalStrike extends ArmorAbility {
if (storedKineticDamage > 0) {
for (Char ch : affected) {
if (ch != primaryTarget) {
ch.damage(Math.round(storedKineticDamage * 0.33f * powerMulti), ench);
ch.damage(Math.round(storedKineticDamage * 0.4f * powerMulti), ench);
}
}
storedKineticDamage = 0;
@@ -387,7 +387,7 @@ public class ElementalStrike extends ArmorAbility {
//*** Blooming ***
} else if (ench instanceof Blooming){
for (Char ch : affected){
Buff.affect(ch, Roots.class, Math.round(5f*powerMulti));
Buff.affect(ch, Roots.class, Math.round(6f*powerMulti));
}
//*** Elastic ***
@@ -395,7 +395,7 @@ public class ElementalStrike extends ArmorAbility {
//TODO sort affected by distance first? So further ones get knocked back first
for (Char ch : affected){
Ballistica aim = new Ballistica(hero.pos, ch.pos, Ballistica.WONT_STOP);
int knockback = Math.round(4*powerMulti);
int knockback = Math.round(5*powerMulti);
WandOfBlastWave.throwChar(ch,
new Ballistica(ch.pos, aim.collisionPos, Ballistica.MAGIC_BOLT),
knockback,
@@ -408,7 +408,7 @@ public class ElementalStrike extends ArmorAbility {
} else if (ench instanceof Lucky){
for (Char ch : affected){
if (ch.alignment == Char.Alignment.ENEMY
&& Random.Float() < 0.1f*powerMulti
&& Random.Float() < 0.125f*powerMulti
&& ch.buff(ElementalStrikeLuckyTracker.class) == null) {
Dungeon.level.drop(Lucky.genLoot(), ch.pos).sprite.drop();
Lucky.showFlare(ch.sprite);
@@ -420,7 +420,7 @@ public class ElementalStrike extends ArmorAbility {
} else if (ench instanceof Projecting){
for (Char ch : affected){
if (ch != primaryTarget) {
ch.damage(Math.round(hero.damageRoll() * 0.25f * powerMulti), ench);
ch.damage(Math.round(hero.damageRoll() * 0.3f * powerMulti), ench);
}
}
@@ -444,7 +444,7 @@ public class ElementalStrike extends ArmorAbility {
&& ch instanceof Mob
&& ch.isAlive()) {
float hpMissing = 1f - (ch.HP / (float)ch.HT);
float chance = 0.04f + 0.16f*hpMissing; //4-20%
float chance = 0.05f + 0.2f*hpMissing; //5-25%
if (Random.Float() < chance*powerMulti){
Corruption.corruptionHeal(ch);
AllyBuff.affectAndLoot((Mob) ch, hero, Corruption.class);
@@ -468,9 +468,9 @@ public class ElementalStrike extends ArmorAbility {
//*** Annoying ***
} else if (ench instanceof Annoying){
for (Char ch : affected){
if (Random.Float() < 0.1f*powerMulti){
if (Random.Float() < 0.2f*powerMulti){
//TODO totally should add a bit of dialogue here
Buff.affect(ch, Amok.class, 5f);
Buff.affect(ch, Amok.class, 6f);
}
}
@@ -495,7 +495,7 @@ public class ElementalStrike extends ArmorAbility {
} else if (ench instanceof Dazzling){
for (Char ch : affected){
if (Random.Float() < 0.5f*powerMulti){
Buff.affect(ch, Blindness.class, 5f);
Buff.affect(ch, Blindness.class, 6f);
}
}
@@ -509,14 +509,14 @@ public class ElementalStrike extends ArmorAbility {
//*** Sacrificial ***
} else if (ench instanceof Sacrificial){
for (Char ch : affected){
Buff.affect(ch, Bleeding.class).set(10f*powerMulti);
Buff.affect(ch, Bleeding.class).set(12f*powerMulti);
}
//*** Wayward ***
} else if (ench instanceof Wayward){
for (Char ch : affected){
if (Random.Float() < 0.5f*powerMulti){
Buff.affect(ch, Hex.class, 5f);
Buff.affect(ch, Hex.class, 6f);
}
}
@@ -524,7 +524,7 @@ public class ElementalStrike extends ArmorAbility {
} else if (ench instanceof Polarized){
for (Char ch : affected){
if (Random.Float() < 0.5f*powerMulti){
ch.damage(Random.NormalIntRange(20, 30), ElementalStrike.this);
ch.damage(Random.NormalIntRange(24, 36), ElementalStrike.this);
}
}
@@ -532,7 +532,7 @@ public class ElementalStrike extends ArmorAbility {
} else if (ench instanceof Friendly){
for (Char ch : affected){
if (Random.Float() < 0.5f*powerMulti){
Buff.affect(ch, Charm.class, 5f).target = hero;
Buff.affect(ch, Charm.class, 6f).target = hero;
}
}
}

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@@ -189,7 +189,7 @@ public class Feint extends ArmorAbility {
Buff.prolong(Dungeon.hero, Haste.class, 2f * Dungeon.hero.pointsInTalent(Talent.FEIGNED_RETREAT));
}
if (Dungeon.hero.hasTalent(Talent.EXPOSE_WEAKNESS)) {
Buff.prolong(enemy, Vulnerable.class, Dungeon.hero.pointsInTalent(Talent.EXPOSE_WEAKNESS));
Buff.prolong(enemy, Vulnerable.class, 2f * Dungeon.hero.pointsInTalent(Talent.EXPOSE_WEAKNESS));
}
if (Dungeon.hero.hasTalent(Talent.COUNTER_ABILITY)) {
Buff.prolong(Dungeon.hero, Talent.CounterAbilityTacker.class, 3f);