v2.0.0: fixed grim and corrupting ele strike HP scaling
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@@ -441,7 +441,8 @@ public class ElementalStrike extends ArmorAbility {
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&& ch instanceof Mob
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&& ch.isAlive()) {
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float hpMissing = 1f - (ch.HP / (float)ch.HT);
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if (Random.Float() < 0.2f*powerMulti*hpMissing){
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float chance = 0.04f + 0.16f*hpMissing; //4-20%
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if (Random.Float() < chance*powerMulti){
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Corruption.corruptionHeal(ch);
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AllyBuff.affectAndLoot((Mob) ch, hero, Corruption.class);
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}
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@@ -453,7 +454,8 @@ public class ElementalStrike extends ArmorAbility {
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for (Char ch : affected){
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if (ch != primaryTarget) {
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float hpMissing = 1f - (ch.HP / (float)ch.HT);
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if (Random.Float() < 0.3f*powerMulti*hpMissing){
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float chance = 0.06f + 0.24f*hpMissing; //6-30%
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if (Random.Float() < chance*powerMulti){
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ch.damage( ch.HP, Grim.class );
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ch.sprite.emitter().burst( ShadowParticle.UP, 5 );
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}
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