v0.3.5a: balance changes to warrior
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@@ -17,7 +17,7 @@ public class Berserk extends Buff {
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}
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private State state = State.NORMAL;
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private static final int EXHAUSTION_START = 30;
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private static final int EXHAUSTION_START = 40;
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private int exhaustion;
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private static final float LEVEL_RECOVER_START = 3f;
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@@ -77,7 +77,7 @@ public class Berserk extends Buff {
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bonus = (50 - exhaustion) / 50f;
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} else {
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float percentMissing = 1f - target.HP/(float)target.HT;
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bonus = 1f + (percentMissing * percentMissing);
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bonus = 1f + (float)Math.pow(percentMissing, 3);
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}
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return Math.round(dmg * bonus);
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@@ -197,18 +197,21 @@ public class Combo extends Buff implements ActionIndicator.Action {
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//variance in damage dealt
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switch(type){
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case CLOBBER:
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dmg = Math.round(dmg*0.5f);
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dmg = Math.round(dmg*0.6f);
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break;
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case CLEAVE:
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dmg = Math.round(dmg*1.4f);
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dmg = Math.round(dmg*1.5f);
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break;
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case SLAM:
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//rolls 2 times, takes the highest roll
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int dmgReroll = target.damageRoll();
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if (dmgReroll > dmg) dmg = dmgReroll;
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dmg = Math.round(dmg*1.6f);
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break;
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case CRUSH:
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//rolls 4 times, takes the highest roll
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for (int i = 1; i < 4; i++) {
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int dmgReroll = target.damageRoll();
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dmgReroll = target.damageRoll();
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if (dmgReroll > dmg) dmg = dmgReroll;
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}
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dmg = Math.round(dmg*2.5f);
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@@ -249,7 +252,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
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}
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}
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}
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Buff.prolong(enemy, Paralysis.class, Random.NormalIntRange(0, 2));
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Buff.prolong(enemy, Paralysis.class, Random.NormalIntRange(1, 4));
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}
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break;
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case SLAM:
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@@ -279,8 +282,9 @@ public class Combo extends Buff implements ActionIndicator.Action {
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switch(type){
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case CLEAVE:
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if (!enemy.isAlive()) {
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//combo isn't reset, but rather increments with a cleave kill
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//combo isn't reset, but rather increments with a cleave kill, and grants more time.
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hit();
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comboTime = 10f;
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} else {
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detach();
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ActionIndicator.clearAction(Combo.this);
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