v2.2.0: reduced the severity of sacrificial and corrosion curses
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@@ -44,7 +44,7 @@ public class Corrosion extends Armor.Glyph {
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for (int i : PathFinder.NEIGHBOURS9){
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Splash.at(pos+i, 0x000000, 5);
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if (Actor.findChar(pos+i) != null)
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Buff.affect(Actor.findChar(pos+i), Ooze.class).set( Ooze.DURATION );
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Buff.affect(Actor.findChar(pos+i), Ooze.class).set( Ooze.DURATION/2 );
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}
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}
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@@ -35,11 +35,13 @@ public class Sacrificial extends Weapon.Enchantment {
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@Override
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public int proc(Weapon weapon, Char attacker, Char defender, int damage ) {
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float procChance = 1/12f * procChanceMultiplier(attacker);
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float procChance = 1/10f * procChanceMultiplier(attacker);
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if (Random.Float() < procChance) {
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float missingPercent = attacker.HP/(float)attacker.HT;
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float bleedAmt = (float)(Math.pow(missingPercent, 2) * attacker.HT)/5;
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Buff.affect(attacker, Bleeding.class).set(Math.max(1, bleedAmt), getClass());
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float bleedAmt = (float)(Math.pow(missingPercent, 2) * attacker.HT)/8f;
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if (Random.Float() < bleedAmt) {
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Buff.affect(attacker, Bleeding.class).set(Math.max(1, bleedAmt), getClass());
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}
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}
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return damage;
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