v2.0.0: buffs to most duelist talents based on early feedback and data

This commit is contained in:
Evan Debenham
2023-02-15 17:26:32 -05:00
parent 254f00fd56
commit b0f09942d4
9 changed files with 37 additions and 39 deletions

View File

@@ -835,51 +835,51 @@ actors.hero.talent.adventurers_intuition.desc=_+1:_ The Duelist identifies weapo
actors.hero.talent.patient_strike.title=patient strike
actors.hero.talent.patient_strike.desc=_+1:_ If the Duelist waits before performing a melee attack, she will deal _1-2 bonus damage_.\n\n_+2:_ If the Duelist waits before performing a melee attack, she will deal _2 bonus damage_.
actors.hero.talent.aggressive_barrier.title=aggressive barrier
actors.hero.talent.aggressive_barrier.desc=_+1:_ The Duelist gains 3 shielding when she uses a weapon ability and is below _33% health_.\n\n_+2:_ The Duelist gains 3 shielding when she uses a weapon ability and is below _50% health_.
actors.hero.talent.aggressive_barrier.desc=_+1:_ The Duelist gains 3 shielding when she uses a weapon ability and is below _40% health_.\n\n_+2:_ The Duelist gains 3 shielding when she uses a weapon ability and is below _60% health_.
actors.hero.talent.aggressive_barrier.meta_desc=_If this talent is gained by a different hero_ it will instead grant shielding when making a melee attack at low health, with a 50 turn cooldown.
actors.hero.talent.focused_meal.title=focused meal
actors.hero.talent.focused_meal.desc=_+1:_ Eating food takes the Duelist 1 turn and grants her _1 weapon charge_.\n\n_+2:_ Eating food takes the Duelist 1 turn and grants her _1.5 weapon charge_.
actors.hero.talent.focused_meal.meta_desc=_If this talent is gained by a different hero_ it will instead grant bonus damage to their next attack equal to their level/3 at +1, or level/2 at +2.
actors.hero.talent.restored_agility.title=restored agility
actors.hero.talent.restored_agility.desc=_+1:_ The Duelist has _3x evasion_ while drinking potions of healing.\n\n_+2:_ The Duelist has _10x evasion_ while drinking potions of healing.\n\nThis talent also triggers when drinking potions or elixirs based on potions of healing.
actors.hero.talent.restored_agility.desc=_+1:_ The Duelist has _4x evasion_ while drinking potions of healing.\n\n_+2:_ The Duelist has _infinite evasion_ while drinking potions of healing.\n\nThis talent also triggers when drinking potions or elixirs based on potions of healing.
actors.hero.talent.weapon_recharging.title=weapon recharging
actors.hero.talent.weapon_recharging.desc=_+1:_ The Duelist gains one primary weapon charge every _15 turns_ when under the effect of wand or artifact recharging buffs.\n\n_+2:_ The Duelist gains one primary weapon charge every _10 turns_ when under the effect of wand or artifact recharging buffs.
actors.hero.talent.weapon_recharging.desc=_+1:_ The Duelist gains one primary weapon charge every _10 turns_ when under the effect of wand or artifact recharging buffs.\n\n_+2:_ The Duelist gains one primary weapon charge every _6 turns_ when under the effect of wand or artifact recharging buffs.
actors.hero.talent.weapon_recharging.meta_desc=_If this talent is gained by a different hero_ it will instead cause them to deal +5% melee damage while recharging at +1, or +7.5% melee damage while recharging at +2.
actors.hero.talent.lethal_haste.title=lethal haste
actors.hero.talent.lethal_haste.desc=_+1:_ When the Duelist lands a killing blow with a weapon ability, she gains _1 turn_ of haste.\n\n_+2:_ When the Duelist lands a killing blow with a weapon ability, she gains _2 turns_ of haste.
actors.hero.talent.lethal_haste.desc=_+1:_ When the Duelist lands a killing blow with a weapon ability, she gains _2 turns_ of haste.\n\n_+2:_ When the Duelist lands a killing blow with a weapon ability, she gains _3 turns_ of haste.
actors.hero.talent.lethal_haste.meta_desc=_If this talent is gained by a different hero_ it will instead trigger with regular weapon attacks, with a 100 turn cooldown.
actors.hero.talent.swift_equip.title=swift equip
actors.hero.talent.swift_equip.desc=_+1:_ The Duelist can switch her equipped weapon instantly _one time_, with a 50 turn cooldown.\n\n_+2:_ The Duelist can switch her equipped weapon instantly _twice within 5 turns_, with a 50 turn cooldown.\n\nIf the Duelist has this talent and it is not on cooldown, quick-using an unequipped weapon will equip it.
actors.hero.talent.swift_equip.desc=_+1:_ The Duelist can switch her equipped weapon instantly _one time_, with a 30 turn cooldown.\n\n_+2:_ The Duelist can switch her equipped weapon instantly _twice within 5 turns_, with a 30 turn cooldown.\n\nIf the Duelist has this talent and it is not on cooldown, quick-using an unequipped weapon will equip it.
actors.hero.talent.lightweight_charge.title=lightweight charge
actors.hero.talent.lightweight_charge.desc=_+1:_ When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes _7/5/3% less charge_.\n\n_+2:_ When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes _13/10/7% less charge_.\n\n_+3:_ When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes _20/15/10% less charge_.
actors.hero.talent.lightweight_charge.meta_desc=_If this talent is gained by a different hero_ it will instead increase the damage of tier 2/3 melee weapons by 7/3% at +1, 14/7% at +2, or 20/10% at +3. Tier 1 weapons are unaffected.
actors.hero.talent.lightweight_charge.desc=_+1:_ When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes _8/7/5% less charge_.\n\n_+2:_ When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes _17/13/10% less charge_.\n\n_+3:_ When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes _25/20/15% less charge_.
actors.hero.talent.lightweight_charge.meta_desc=_If this talent is gained by a different hero_ it will instead increase the damage of tier 2/3 melee weapons by 7/5% at +1, 14/10% at +2, or 20/15% at +3. Tier 1 weapons are unaffected.
actors.hero.talent.deadly_followup.title=deadly followup
actors.hero.talent.deadly_followup.desc=_+1:_ When the Duelist hits an enemy with a thrown weapon, she will deal _7% more melee damage_ to them for 5 turns.\n\n_+2:_ When the Duelist hits an enemy with a thrown weapon, she will deal _13% more melee damage_ to them for 5 turns.\n\n_+3:_ When the Duelist hits an enemy with a thrown weapon, she will deal _20% more melee damage_ to them for 5 turns.
actors.hero.talent.deadly_followup.desc=_+1:_ When the Duelist hits an enemy with a thrown weapon, she will deal _8% more melee damage_ to them for 5 turns.\n\n_+2:_ When the Duelist hits an enemy with a thrown weapon, she will deal _16% more melee damage_ to them for 5 turns.\n\n_+3:_ When the Duelist hits an enemy with a thrown weapon, she will deal _24% more melee damage_ to them for 5 turns.
actors.hero.talent.secondary_charge.title=secondary charge
actors.hero.talent.secondary_charge.desc=_+1:_ The Champion's secondary weapon charge speed and charge cap are increased to _58%_ of her primary, from 50%.\n\n_+2:_ The Champion's secondary weapon charge speed and charge cap are increased to _67%_ of her primary, from 50%.\n\n_+3:_ The Champion's secondary weapon charge speed and charge cap are increased to _75%_ of her primary, from 50%.
actors.hero.talent.twin_upgrades.title=twin upgrades
actors.hero.talent.twin_upgrades.desc=_+1:_ If one of the Champion's two equipped weapons has a lower level and is _2 or more tiers lower_ than the other weapon, it will be boosted to the other weapon's level.\n\n_+2:_ If one of the Champion's two equipped weapons has a lower level and is _1 or more tiers lower_ than the other weapon, it will be boosted to the other weapon's level\n\n_+3:_ If one of the Champion's two equipped weapons has a lower level and is _the same tier or lower_ than the other weapon, it will be boosted to the other weapon's level
actors.hero.talent.combined_lethality.title=combined lethality
actors.hero.talent.combined_lethality.desc=_+1:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 8% HP_.\n\n_+2:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 17% HP_.\n\n_+3:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 25% HP_.\n\nIf the second ability does not contain an attack, this talent will instead trigger on the Champion's next attack within 5 turns.
actors.hero.talent.combined_lethality.desc=_+1:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 10% HP_.\n\n_+2:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 20% HP_.\n\n_+3:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 30% HP_.\n\nIf the second ability does not contain an attack, this talent will instead trigger on the Champion's next attack within 5 turns.
#second subclass
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 _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 _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 _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 _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 _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.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.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 _70 degrees_ from 65.\n\n_+2:_ Elemental strike's range is increased to _5 tiles_ from 3, and its width is increased to _75 degrees_ from 65.\n\n_+3:_ Elemental strike's range is increased to _6 tiles_ from 3, and its width is increased to _80 degrees_ from 65.\n\n_+4:_ Elemental strike's range is increased to _7 tiles_ from 3, and its width is increased to _85 degrees_ from 65.
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.
actors.hero.talent.striking_force.title=striking force
actors.hero.talent.striking_force.desc=_+1:_ The power of elemental strike's effect is increased by _25%_.\n\n_+2:_ The power of elemental strike's effect is increased by _50%_.\n\n_+3:_ The power of elemental strike's effect is increased by _75%_.\n\n_+4:_ The power of elemental strike's effect is increased by _100%_.
actors.hero.talent.striking_force.desc=_+1:_ The power of elemental strike's effect is increased by _30%_.\n\n_+2:_ The power of elemental strike's effect is increased by _60%_.\n\n_+3:_ The power of elemental strike's effect is increased by _90%_.\n\n_+4:_ The power of elemental strike's effect is increased by _120%_.
actors.hero.talent.directed_power.title=directed power
actors.hero.talent.directed_power.desc=_+1:_ The direct attack from elemental strike gains _+25% enchantment power_ for each enemy in range of elemental strike's effect, including the attack target.\n\n_+2:_ The direct attack from elemental strike gains _+50% enchantment power_ for each enemy in range of elemental strike's effect, including the attack target.\n\n_+3:_ The direct attack from elemental strike gains _+75% enchantment power_ for each enemy in range of elemental strike's effect, including the attack target.\n\n_+4:_ The direct attack from elemental strike gains _+100% enchantment power_ for each enemy in range of elemental strike's effect, including the attack target.
actors.hero.talent.directed_power.desc=_+1:_ The direct attack from elemental strike gains _+30% enchantment power_ for each enemy in range of elemental strike's effect, including the attack target.\n\n_+2:_ The direct attack from elemental strike gains _+60% enchantment power_ for each enemy in range of elemental strike's effect, including the attack target.\n\n_+3:_ The direct attack from elemental strike gains _+90% enchantment power_ for each enemy in range of elemental strike's effect, including the attack target.\n\n_+4:_ The direct attack from elemental strike gains _+120% enchantment power_ for each enemy in range of elemental strike's effect, including the attack target.
#third armor ability

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@@ -433,7 +433,7 @@ public abstract class Char extends Actor {
if (combinedLethality != null){
if ( enemy.isAlive() && enemy.alignment != alignment && !Char.hasProp(enemy, Property.BOSS)
&& !Char.hasProp(enemy, Property.MINIBOSS) && this instanceof Hero &&
(enemy.HP/(float)enemy.HT) <= 0.0834f*((Hero)this).pointsInTalent(Talent.COMBINED_LETHALITY)) {
(enemy.HP/(float)enemy.HT) <= 0.10f*((Hero)this).pointsInTalent(Talent.COMBINED_LETHALITY)) {
enemy.HP = 0;
if (!enemy.isAlive()) {
enemy.die(this);

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@@ -503,9 +503,9 @@ public class Hero extends Char {
if (buff(Talent.RestoredAgilityTracker.class) != null){
if (pointsInTalent(Talent.RESTORED_AGILITY) == 1){
evasion *= 3f;
evasion *= 4f;
} else if (pointsInTalent(Talent.RESTORED_AGILITY) == 2){
evasion *= 10f;
return INFINITE_EVASION;
}
}
@@ -584,7 +584,7 @@ public class Hero extends Char {
if (((MeleeWeapon) wep).tier == 2) {
dmg = Math.round(dmg * (1f + 0.067f*pointsInTalent(Talent.LIGHTWEIGHT_CHARGE)));
} else if (((MeleeWeapon) wep).tier == 3) {
dmg = Math.round(dmg * (1f + 0.033f*pointsInTalent(Talent.LIGHTWEIGHT_CHARGE)));
dmg = Math.round(dmg * (1f + 0.05f*pointsInTalent(Talent.LIGHTWEIGHT_CHARGE)));
}
}
@@ -1207,7 +1207,7 @@ public class Hero extends Char {
if (heroClass != HeroClass.DUELIST
&& hasTalent(Talent.AGGRESSIVE_BARRIER)
&& buff(Talent.AggressiveBarrierCooldown.class) == null
&& (HP / (float)HT) < 0.167f*(1+pointsInTalent(Talent.AGGRESSIVE_BARRIER))){
&& (HP / (float)HT) < 0.20f*(1+pointsInTalent(Talent.AGGRESSIVE_BARRIER))){
Buff.affect(this, Barrier.class).setShield(3);
Buff.affect(this, Talent.AggressiveBarrierCooldown.class, 50f);
}

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@@ -244,7 +244,7 @@ public enum Talent {
public static class SwiftEquipCooldown extends FlavourBuff{
public boolean secondUse;
public boolean hasSecondUse(){
return secondUse && cooldown() > 44f;
return secondUse && cooldown() > 24f;
}
public int icon() { return BuffIndicator.TIME; }
@@ -252,7 +252,7 @@ public enum Talent {
if (hasSecondUse()) icon.hardlight(0.85f, 0f, 1.0f);
else icon.hardlight(0.35f, 0f, 0.7f);
}
public float iconFadePercent() { return GameMath.gate(0, visualcooldown() / 50f, 1); }
public float iconFadePercent() { return GameMath.gate(0, visualcooldown() / 30f, 1); }
private static final String SECOND_USE = "second_use";
@Override
@@ -641,7 +641,7 @@ public enum Talent {
if (hero.belongings.weapon() instanceof MissileWeapon) {
Buff.prolong(enemy, DeadlyFollowupTracker.class, 5f);
} else if (enemy.buff(DeadlyFollowupTracker.class) != null){
dmg = Math.round(dmg * (1.0f + .067f*hero.pointsInTalent(DEADLY_FOLLOWUP)));
dmg = Math.round(dmg * (1.0f + .08f*hero.pointsInTalent(DEADLY_FOLLOWUP)));
if (!(enemy instanceof Mob) || !((Mob) enemy).surprisedBy(hero)){
Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG, 0.75f, 1.2f);
}

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@@ -255,8 +255,9 @@ public class Challenge extends ArmorAbility {
hpToHeal = heroBuff.takenDmg;
}
//heals for 30%/50%/65%/75% of taken damage, based on talent points
//heals for 30%/50%/65%/75% of taken damage plus 3/6/9/12 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 = Math.min(hpToHeal, Dungeon.hero.HT - Dungeon.hero.HP);
if (hpToHeal > 0){
Dungeon.hero.HP += hpToHeal;

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@@ -143,9 +143,6 @@ public class ElementalStrike extends ArmorAbility {
return dst;
}
//3 tiles in a 65 degree cone
// boostable to 4/5/6/7 tiles in a 70/75/80/85 degree cone
@Override
protected void activate(ClassArmor armor, Hero hero, Integer target) {
if (target == null){
@@ -162,7 +159,7 @@ public class ElementalStrike extends ArmorAbility {
ConeAOE cone = new ConeAOE(aim,
dist,
65 + 5*hero.pointsInTalent(Talent.ELEMENTAL_REACH),
65 + 10*hero.pointsInTalent(Talent.ELEMENTAL_REACH),
Ballistica.STOP_SOLID | Ballistica.STOP_TARGET);
KindOfWeapon w = hero.belongings.weapon();
@@ -236,11 +233,11 @@ public class ElementalStrike extends ArmorAbility {
}
if (hero.hasTalent(Talent.DIRECTED_POWER)){
float enchBoost = 0.25f * targetsHit * hero.pointsInTalent(Talent.DIRECTED_POWER);
float enchBoost = 0.30f * targetsHit * hero.pointsInTalent(Talent.DIRECTED_POWER);
Buff.affect(hero, DirectedPowerTracker.class, 0f).enchBoost = enchBoost;
}
float powerMulti = 1f + 0.25f*Dungeon.hero.pointsInTalent(Talent.STRIKING_FORCE);
float powerMulti = 1f + 0.30f*Dungeon.hero.pointsInTalent(Talent.STRIKING_FORCE);
//*** Kinetic ***
if (ench instanceof Kinetic){
@@ -284,7 +281,7 @@ public class ElementalStrike extends ArmorAbility {
//effects that affect the cells of the environment themselves
private void perCellEffect(ConeAOE cone, Weapon.Enchantment ench){
float powerMulti = 1f + 0.25f*Dungeon.hero.pointsInTalent(Talent.STRIKING_FORCE);
float powerMulti = 1f + 0.30f*Dungeon.hero.pointsInTalent(Talent.STRIKING_FORCE);
//*** Blazing ***
if (ench instanceof Blazing){
@@ -330,7 +327,7 @@ public class ElementalStrike extends ArmorAbility {
//effects that affect the characters within the cone AOE
private void perCharEffect(ConeAOE cone, Hero hero, Char primaryTarget, Weapon.Enchantment ench) {
float powerMulti = 1f + 0.25f * Dungeon.hero.pointsInTalent(Talent.STRIKING_FORCE);
float powerMulti = 1f + 0.30f * Dungeon.hero.pointsInTalent(Talent.STRIKING_FORCE);
ArrayList<Char> affected = new ArrayList<>();

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@@ -758,7 +758,7 @@ public abstract class Mob extends Char {
&& Dungeon.hero.hasTalent(Talent.LETHAL_HASTE)
&& Dungeon.hero.buff(Talent.LethalHasteCooldown.class) == null){
Buff.affect(Dungeon.hero, Talent.LethalHasteCooldown.class, 100f);
Buff.affect(Dungeon.hero, Haste.class, 0.67f + Dungeon.hero.pointsInTalent(Talent.LETHAL_HASTE));
Buff.affect(Dungeon.hero, Haste.class, 1.67f + Dungeon.hero.pointsInTalent(Talent.LETHAL_HASTE));
}
}

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@@ -116,7 +116,7 @@ abstract public class KindOfWeapon extends EquipableItem {
if (hero.hasTalent(Talent.SWIFT_EQUIP)) {
if (hero.buff(Talent.SwiftEquipCooldown.class) == null){
hero.spendAndNext(-hero.cooldown());
Buff.affect(hero, Talent.SwiftEquipCooldown.class, 49f)
Buff.affect(hero, Talent.SwiftEquipCooldown.class, 29f)
.secondUse = hero.pointsInTalent(Talent.SWIFT_EQUIP) == 2;
GLog.i(Messages.get(this, "swift_equip"));
} else if (hero.buff(Talent.SwiftEquipCooldown.class).hasSecondUse()) {

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@@ -183,7 +183,7 @@ public class MeleeWeapon extends Weapon {
if (hero.heroClass == HeroClass.DUELIST
&& hero.hasTalent(Talent.AGGRESSIVE_BARRIER)
&& (hero.HP / (float)hero.HT) < 0.167f*(1+hero.pointsInTalent(Talent.AGGRESSIVE_BARRIER))){
&& (hero.HP / (float)hero.HT) < 0.20f*(1+hero.pointsInTalent(Talent.AGGRESSIVE_BARRIER))){
Buff.affect(hero, Barrier.class).setShield(3);
}
@@ -213,16 +213,16 @@ public class MeleeWeapon extends Weapon {
public void onAbilityKill( Hero hero ){
if (hero.hasTalent(Talent.LETHAL_HASTE)){
//effectively 1/2 turns of haste
Buff.prolong(hero, Haste.class, 0.67f+hero.pointsInTalent(Talent.LETHAL_HASTE));
//effectively 2/3 turns of haste
Buff.prolong(hero, Haste.class, 1.67f+hero.pointsInTalent(Talent.LETHAL_HASTE));
}
}
public float abilityChargeUse( Hero hero ){
float chargeUse = 1f;
if (hero.hasTalent(Talent.LIGHTWEIGHT_CHARGE) && tier <= 3){
// T1/2/3 get 20/15/10% charge use reduction at +3
float chargeUseReduction = (0.25f-.05f*tier) * (hero.pointsInTalent(Talent.LIGHTWEIGHT_CHARGE)/3f);
// T1/2/3 get 25/20/15% charge use reduction at +3
float chargeUseReduction = (0.30f-.05f*tier) * (hero.pointsInTalent(Talent.LIGHTWEIGHT_CHARGE)/3f);
chargeUse *= 1f - chargeUseReduction;
}
return chargeUse;
@@ -403,8 +403,8 @@ public class MeleeWeapon extends Weapon {
int points = ((Hero)target).pointsInTalent(Talent.WEAPON_RECHARGING);
if (points > 0 && target.buff(Recharging.class) != null || target.buff(ArtifactRecharge.class) != null){
//1 every 15 turns at +1, 10 turns at +2
partialCharge += 1/(20f - 5f*points);
//1 every 10 turns at +1, 6 turns at +2
partialCharge += 1/(14f - 4f*points);
}
if (partialCharge >= 1){