From 6dd740feaab6a65a02db121d5e1c3dda79558574 Mon Sep 17 00:00:00 2001 From: Sam Date: Sun, 24 Jan 2021 14:24:59 -0500 Subject: [PATCH] Nerfed bow M1 and M2, slightly buffed bow skillbar ability. --- assets/common/abilities/bow/basic.ron | 4 ++-- assets/common/abilities/bow/charged.ron | 2 +- assets/voxygen/i18n/en/skills.ron | 20 ++++++++++---------- common/src/comp/ability.rs | 22 +++++++++++----------- 4 files changed, 24 insertions(+), 24 deletions(-) diff --git a/assets/common/abilities/bow/basic.ron b/assets/common/abilities/bow/basic.ron index 5c0c42499a..ef04839b0a 100644 --- a/assets/common/abilities/bow/basic.ron +++ b/assets/common/abilities/bow/basic.ron @@ -3,9 +3,9 @@ BasicRanged( buildup_duration: 500, recover_duration: 300, projectile: Arrow( - damage: 80.0, + damage: 70.0, knockback: 5.0, - energy_regen: 50, + energy_regen: 40, ), projectile_body: Object(Arrow), projectile_light: None, diff --git a/assets/common/abilities/bow/charged.ron b/assets/common/abilities/bow/charged.ron index 6e52bd3103..cb098807d1 100644 --- a/assets/common/abilities/bow/charged.ron +++ b/assets/common/abilities/bow/charged.ron @@ -2,7 +2,7 @@ ChargedRanged( energy_cost: 1, energy_drain: 300, initial_damage: 10, - scaled_damage: 240, + scaled_damage: 190, initial_knockback: 10.0, scaled_knockback: 10.0, speed: 1.0, diff --git a/assets/voxygen/i18n/en/skills.ron b/assets/voxygen/i18n/en/skills.ron index 892b3ab0a4..8aadd97b31 100644 --- a/assets/voxygen/i18n/en/skills.ron +++ b/assets/voxygen/i18n/en/skills.ron @@ -85,33 +85,33 @@ "hud.skill.st_explosion" : "When fire just isn't enough{SP}", // Bow "hud.skill.bow_projectile_speed_title" : "Projectile Speed", - "hud.skill.bow_projectile_speed" : "Allows you to shoot arrows further, faster, by 50%{SP}", + "hud.skill.bow_projectile_speed" : "Allows you to shoot arrows further, faster, by 30%{SP}", "hud.skill.bow_arrow_count_title" : "Arrow Count", "hud.skill.bow_arrow_count" : "shoot an additional arrow when you leap{SP}", "hud.skill.bow_repeater_cost_title" : "Repeater Cost", - "hud.skill.bow_repeater_cost" : "Decreases the energy cost to become a gliding repeater by 25%{SP}", + "hud.skill.bow_repeater_cost" : "Decreases the energy cost to become a gliding repeater by 30%{SP}", "hud.skill.bow_repeater_glide_title" : "Repeater Glide", "hud.skill.bow_repeater_glide" : "Glide further while repeating{SP}", "hud.skill.bow_repeater_damage_title" : "Repeater Damage", - "hud.skill.bow_repeater_damage" : "Increases the damage done by 30%{SP}", + "hud.skill.bow_repeater_damage" : "Increases the damage done by 40%{SP}", "hud.skill.bow_repeater_unlock_title" : "Repeater Unlock", "hud.skill.bow_repeater_unlock" : "Unlocks the ability to leap in the air and shoot a barrage of arrows{SP}", "hud.skill.bow_charged_knockback_title" : "Charged Knockback", - "hud.skill.bow_charged_knockback" : "throw enemies further by 50%{SP}", + "hud.skill.bow_charged_knockback" : "Knock enemies further back by 25%{SP}", "hud.skill.bow_charged_move_speed_title" : "Charged Move Speed", "hud.skill.bow_charged_move_speed" : "Increases how fast you can shuffle while charging the attack by 25%{SP}", "hud.skill.bow_charged_speed_title" : "Charged Speed", - "hud.skill.bow_charged_speed" : "Increases the rate that you charge the attack by 25%{SP}", + "hud.skill.bow_charged_speed" : "Increases the rate that you charge the attack by 10%{SP}", "hud.skill.bow_charged_projectile_speed_title" : "Charged Projectile Speed", - "hud.skill.bow_charged_projectile_speed" : "Increases throw potential applied to arrow while charging by 20%{SP}", + "hud.skill.bow_charged_projectile_speed" : "Projectile speed increased by an additional 20% while charging{SP}", "hud.skill.bow_charged_drain_title" : "Charged Drain", - "hud.skill.bow_charged_drain" : "Decreases the rate of stamina drain by 25%{SP}", + "hud.skill.bow_charged_drain" : "Decreases the rate of stamina drain by 15%{SP}", "hud.skill.bow_charged_damage_title" : "Charged Damage", - "hud.skill.bow_charged_damage" : "Increases damage by 25%{SP}", + "hud.skill.bow_charged_damage" : "Increases damage by 20%{SP}", "hud.skill.bow_energy_regen_title" : "Energy Regen", - "hud.skill.bow_energy_regen" : "Increases stamina gain by 50%{SP}", + "hud.skill.bow_energy_regen" : "Increases stamina gain by 40%{SP}", "hud.skill.bow_damage_title" : "Damage", - "hud.skill.bow_damage" : "Increases damage by 30%{SP}", + "hud.skill.bow_damage" : "Increases damage by 25%{SP}", // Hammer "hud.skill.hmr_leap_radius_title" : "Leap Radius", "hud.skill.hmr_leap_radius" : "Increases attack radius on ground slam by 1 meter{SP}", diff --git a/common/src/comp/ability.rs b/common/src/comp/ability.rs index 4006deffc9..ac5d011ef9 100644 --- a/common/src/comp/ability.rs +++ b/common/src/comp/ability.rs @@ -806,7 +806,7 @@ impl CharacterAbility { .. } => { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { - *projectile_speed *= 1.5_f32.powi(level.into()); + *projectile_speed *= 1.3_f32.powi(level.into()); } let damage_level = skillset .skill_level(Bow(BDamage)) @@ -816,8 +816,8 @@ impl CharacterAbility { .skill_level(Bow(BRegen)) .unwrap_or(None) .unwrap_or(0); - let power = 1.3_f32.powi(damage_level.into()); - let regen = 1.5_f32.powi(regen_level.into()); + let power = 1.20_f32.powi(damage_level.into()); + let regen = 1.4_f32.powi(regen_level.into()); *projectile = projectile.modified_projectile(power, regen, 1_f32, 1_f32); }, ChargedRanged { @@ -831,24 +831,24 @@ impl CharacterAbility { .. } => { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { - *initial_projectile_speed *= 1.5_f32.powi(level.into()); + *initial_projectile_speed *= 1.3_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CDamage)) { *scaled_damage = - (*scaled_damage as f32 * 1.25_f32.powi(level.into())) as u32; + (*scaled_damage as f32 * 1.2_f32.powi(level.into())) as u32; } if let Ok(Some(level)) = skillset.skill_level(Bow(CKnockback)) { - *scaled_knockback *= 1.5_f32.powi(level.into()); + *scaled_knockback *= 1.25_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CProjSpeed)) { *scaled_projectile_speed *= 1.2_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CDrain)) { *energy_drain = - (*energy_drain as f32 * 0.75_f32.powi(level.into())) as u32; + (*energy_drain as f32 * 0.85_f32.powi(level.into())) as u32; } if let Ok(Some(level)) = skillset.skill_level(Bow(CSpeed)) { - *speed *= 1.25_f32.powi(level.into()); + *speed *= 1.10_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CMove)) { *move_speed *= 1.25_f32.powi(level.into()); @@ -863,10 +863,10 @@ impl CharacterAbility { .. } => { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { - *projectile_speed *= 1.5_f32.powi(level.into()); + *projectile_speed *= 1.3_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) { - let power = 1.3_f32.powi(level.into()); + let power = 1.4_f32.powi(level.into()); *projectile = projectile.modified_projectile(power, 1_f32, 1_f32, 1_f32); } @@ -878,7 +878,7 @@ impl CharacterAbility { } if let Ok(Some(level)) = skillset.skill_level(Bow(RCost)) { *energy_cost = - (*energy_cost as f32 * 0.75_f32.powi(level.into())) as u32; + (*energy_cost as f32 * 0.70_f32.powi(level.into())) as u32; } }, _ => {},