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Merge branch 'sam/skill-balancing-2' into 'master'
Bow nerf with skills See merge request veloren/veloren!1731
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commit
a05402c09b
@ -3,9 +3,9 @@ BasicRanged(
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buildup_duration: 500,
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recover_duration: 300,
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projectile: Arrow(
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damage: 80.0,
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damage: 70.0,
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knockback: 5.0,
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energy_regen: 50,
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energy_regen: 40,
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),
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projectile_body: Object(Arrow),
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projectile_light: None,
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@ -2,7 +2,7 @@ ChargedRanged(
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energy_cost: 1,
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energy_drain: 300,
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initial_damage: 10,
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scaled_damage: 240,
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scaled_damage: 190,
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initial_knockback: 10.0,
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scaled_knockback: 10.0,
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speed: 1.0,
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@ -85,33 +85,33 @@
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"hud.skill.st_explosion" : "When fire just isn't enough{SP}",
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// Bow
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"hud.skill.bow_projectile_speed_title" : "Projectile Speed",
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"hud.skill.bow_projectile_speed" : "Allows you to shoot arrows further, faster, by 50%{SP}",
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"hud.skill.bow_projectile_speed" : "Allows you to shoot arrows further, faster, by 30%{SP}",
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"hud.skill.bow_arrow_count_title" : "Arrow Count",
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"hud.skill.bow_arrow_count" : "shoot an additional arrow when you leap{SP}",
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"hud.skill.bow_repeater_cost_title" : "Repeater Cost",
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"hud.skill.bow_repeater_cost" : "Decreases the energy cost to become a gliding repeater by 25%{SP}",
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"hud.skill.bow_repeater_cost" : "Decreases the energy cost to become a gliding repeater by 30%{SP}",
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"hud.skill.bow_repeater_glide_title" : "Repeater Glide",
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"hud.skill.bow_repeater_glide" : "Glide further while repeating{SP}",
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"hud.skill.bow_repeater_damage_title" : "Repeater Damage",
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"hud.skill.bow_repeater_damage" : "Increases the damage done by 30%{SP}",
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"hud.skill.bow_repeater_damage" : "Increases the damage done by 40%{SP}",
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"hud.skill.bow_repeater_unlock_title" : "Repeater Unlock",
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"hud.skill.bow_repeater_unlock" : "Unlocks the ability to leap in the air and shoot a barrage of arrows{SP}",
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"hud.skill.bow_charged_knockback_title" : "Charged Knockback",
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"hud.skill.bow_charged_knockback" : "throw enemies further by 50%{SP}",
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"hud.skill.bow_charged_knockback" : "Knock enemies further back by 25%{SP}",
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"hud.skill.bow_charged_move_speed_title" : "Charged Move Speed",
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"hud.skill.bow_charged_move_speed" : "Increases how fast you can shuffle while charging the attack by 25%{SP}",
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"hud.skill.bow_charged_speed_title" : "Charged Speed",
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"hud.skill.bow_charged_speed" : "Increases the rate that you charge the attack by 25%{SP}",
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"hud.skill.bow_charged_speed" : "Increases the rate that you charge the attack by 10%{SP}",
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"hud.skill.bow_charged_projectile_speed_title" : "Charged Projectile Speed",
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"hud.skill.bow_charged_projectile_speed" : "Increases throw potential applied to arrow while charging by 20%{SP}",
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"hud.skill.bow_charged_projectile_speed" : "Projectile speed increased by an additional 20% while charging{SP}",
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"hud.skill.bow_charged_drain_title" : "Charged Drain",
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"hud.skill.bow_charged_drain" : "Decreases the rate of stamina drain by 25%{SP}",
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"hud.skill.bow_charged_drain" : "Decreases the rate of stamina drain by 15%{SP}",
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"hud.skill.bow_charged_damage_title" : "Charged Damage",
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"hud.skill.bow_charged_damage" : "Increases damage by 25%{SP}",
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"hud.skill.bow_charged_damage" : "Increases damage by 20%{SP}",
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"hud.skill.bow_energy_regen_title" : "Energy Regen",
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"hud.skill.bow_energy_regen" : "Increases stamina gain by 50%{SP}",
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"hud.skill.bow_energy_regen" : "Increases stamina gain by 40%{SP}",
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"hud.skill.bow_damage_title" : "Damage",
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"hud.skill.bow_damage" : "Increases damage by 30%{SP}",
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"hud.skill.bow_damage" : "Increases damage by 25%{SP}",
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// Hammer
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"hud.skill.hmr_leap_radius_title" : "Leap Radius",
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"hud.skill.hmr_leap_radius" : "Increases attack radius on ground slam by 1 meter{SP}",
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@ -806,7 +806,7 @@ impl CharacterAbility {
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..
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} => {
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if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
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*projectile_speed *= 1.5_f32.powi(level.into());
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*projectile_speed *= 1.3_f32.powi(level.into());
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}
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let damage_level = skillset
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.skill_level(Bow(BDamage))
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@ -816,8 +816,8 @@ impl CharacterAbility {
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.skill_level(Bow(BRegen))
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.unwrap_or(None)
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.unwrap_or(0);
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let power = 1.3_f32.powi(damage_level.into());
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let regen = 1.5_f32.powi(regen_level.into());
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let power = 1.20_f32.powi(damage_level.into());
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let regen = 1.4_f32.powi(regen_level.into());
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*projectile = projectile.modified_projectile(power, regen, 1_f32, 1_f32);
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},
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ChargedRanged {
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@ -831,24 +831,24 @@ impl CharacterAbility {
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..
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} => {
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if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
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*initial_projectile_speed *= 1.5_f32.powi(level.into());
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*initial_projectile_speed *= 1.3_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CDamage)) {
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*scaled_damage =
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(*scaled_damage as f32 * 1.25_f32.powi(level.into())) as u32;
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(*scaled_damage as f32 * 1.2_f32.powi(level.into())) as u32;
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CKnockback)) {
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*scaled_knockback *= 1.5_f32.powi(level.into());
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*scaled_knockback *= 1.25_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CProjSpeed)) {
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*scaled_projectile_speed *= 1.2_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CDrain)) {
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*energy_drain =
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(*energy_drain as f32 * 0.75_f32.powi(level.into())) as u32;
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(*energy_drain as f32 * 0.85_f32.powi(level.into())) as u32;
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CSpeed)) {
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*speed *= 1.25_f32.powi(level.into());
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*speed *= 1.10_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(CMove)) {
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*move_speed *= 1.25_f32.powi(level.into());
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@ -863,10 +863,10 @@ impl CharacterAbility {
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..
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} => {
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if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
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*projectile_speed *= 1.5_f32.powi(level.into());
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*projectile_speed *= 1.3_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) {
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let power = 1.3_f32.powi(level.into());
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let power = 1.4_f32.powi(level.into());
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*projectile =
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projectile.modified_projectile(power, 1_f32, 1_f32, 1_f32);
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}
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@ -878,7 +878,7 @@ impl CharacterAbility {
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(RCost)) {
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*energy_cost =
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(*energy_cost as f32 * 0.75_f32.powi(level.into())) as u32;
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(*energy_cost as f32 * 0.70_f32.powi(level.into())) as u32;
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}
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},
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_ => {},
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