v2.2.0: reduced the severity of sacrificial and corrosion curses

This commit is contained in:
Evan Debenham
2023-08-27 14:46:12 -04:00
parent 2e965b32e8
commit 83ed874a9f
2 changed files with 6 additions and 4 deletions

View File

@@ -44,7 +44,7 @@ public class Corrosion extends Armor.Glyph {
for (int i : PathFinder.NEIGHBOURS9){
Splash.at(pos+i, 0x000000, 5);
if (Actor.findChar(pos+i) != null)
Buff.affect(Actor.findChar(pos+i), Ooze.class).set( Ooze.DURATION );
Buff.affect(Actor.findChar(pos+i), Ooze.class).set( Ooze.DURATION/2 );
}
}

View File

@@ -35,11 +35,13 @@ public class Sacrificial extends Weapon.Enchantment {
@Override
public int proc(Weapon weapon, Char attacker, Char defender, int damage ) {
float procChance = 1/12f * procChanceMultiplier(attacker);
float procChance = 1/10f * procChanceMultiplier(attacker);
if (Random.Float() < procChance) {
float missingPercent = attacker.HP/(float)attacker.HT;
float bleedAmt = (float)(Math.pow(missingPercent, 2) * attacker.HT)/5;
Buff.affect(attacker, Bleeding.class).set(Math.max(1, bleedAmt), getClass());
float bleedAmt = (float)(Math.pow(missingPercent, 2) * attacker.HT)/8f;
if (Random.Float() < bleedAmt) {
Buff.affect(attacker, Bleeding.class).set(Math.max(1, bleedAmt), getClass());
}
}
return damage;