v2.3.0: gnoll quest balance changes, general increase to difficulty:

- guard short range damage up 20%, long range up 40%
- boulder toss dmg up 33%
- geomancer HP up to 150 from 120
- geomancer ability uptime up ~11%
This commit is contained in:
Evan Debenham
2023-12-20 13:12:42 -05:00
parent 87703dbc4e
commit 7c094a6b34
2 changed files with 5 additions and 5 deletions
@@ -64,7 +64,7 @@ import java.util.ArrayList;
public class GnollGeomancer extends Mob {
{
HP = HT = 120;
HP = HT = 150;
spriteClass = GnollGeomancerSprite.class;
EXP = 20;
@@ -84,7 +84,7 @@ public class GnollGeomancer extends Mob {
properties.add(Property.BOSS);
}
private int abilityCooldown = Random.NormalIntRange(3, 6);
private int abilityCooldown = Random.NormalIntRange(3, 5);
private boolean lastAbilityWasRockfall;
private int[] throwingRocksFromPos = null;
@@ -690,7 +690,7 @@ public class GnollGeomancer extends Mob {
}
if (ch != null && !(ch instanceof GnollGeomancer)){
ch.damage(Random.NormalIntRange(5, 10), new GnollGeomancer.Boulder());
ch.damage(Random.NormalIntRange(8, 12), new GnollGeomancer.Boulder());
if (ch.isAlive()){
Buff.prolong( ch, Paralysis.class, ch instanceof GnollGuard ? 10 : 3 );
@@ -81,9 +81,9 @@ public class GnollGuard extends Mob {
@Override
public int damageRoll() {
if (enemy != null && !Dungeon.level.adjacent(pos, enemy.pos)){
return Random.NormalIntRange( 10, 20 );
return Random.NormalIntRange( 18, 24 );
} else {
return Random.NormalIntRange( 5, 10 );
return Random.NormalIntRange( 6, 12 );
}
}