added scaling damage to silence and snare
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20
CHANGELOG.md
20
CHANGELOG.md
@ -28,20 +28,34 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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Now GB + block (was GG + block)
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Recharges blue life at 45% blue damage
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- Server function recharge changed to take skill, red amount and blue amount as inputs
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- Server function recharge changed to take skill, red amount and blue amount as inputs
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- Recharge Skill reworked
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- Recharge Skill reworked
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No longer restores full Red and Blue life
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Now restores Red life and Blue life based on respective red and blue damage
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Recharge value calculated at 85% multiplier with red and blue damage
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Silence
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No longer Stun + GB (already exists as debuff BB)
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Now also deals damage amount of 55% base blue damage
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This damage amount does 45% more damage per blue skill blocked
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Maximum = (0.55)(1.35)*base_blue_damage
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Cooldown changed 1T -> 2T
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Debuff duration increased 2T -> 3T
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Snare
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Now also deals damage amount of 40% base blue damage
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This damage amount does 45% more damage per red skill blocked
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Maximum = (0.40)(1.35)*base_red_damage
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Cooldown changed 1T -> 2T
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Debuff duration increased 2T -> 3T
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Switch clutch with taunt
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Clutch now GR + Block (was GR + Buff)
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Taunt now GR + Buff
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No longer self-target only
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Silence no longer Stun + GB (already exists as debuff BB)
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Hex is now Stun + GB (was Stun + RB)
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Banish is now Stun + RB (was Stun + RG) for rng theme
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Throw is now Stun + RG (was Stun + GG)
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0
WORKLOG.md
Normal file → Executable file
0
WORKLOG.md
Normal file → Executable file
@ -239,7 +239,9 @@ function getCombatSequence(event) {
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&& event[1].skill === 'Decay' && event[1].effect === 'Wither') return ['POST_SKILL'];
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if (['Damage'].includes(event[0])
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&& event[1].skill === 'Chaos' && event[1].colour === 'RedDamage') return ['POST_SKILL'];
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&& ((event[1].skill === 'Chaos' && event[1].colour === 'RedDamage')
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|| event[1].skill === 'Silence'
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|| event[1].skill === 'Snare')) return ['POST_SKILL'];
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if (['Ko'].includes(event[0])
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|| (event[1].skill === 'Throw' && event[1].effect === 'Vulnerable')) return ['POST_SKILL'];
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@ -570,6 +570,11 @@ impl Skill {
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// Stun Base
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Skill::Sleep => 240, //Green dmg (heal)
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// Debuff Base
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Skill::Silence => 55, // Deals more per blue skill on target
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Skill::Snare => 40, // Deals more per blue skill on target
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// Others
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Skill::CorruptionTick => 80,
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Skill::DecayTick => 25,
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@ -597,7 +602,7 @@ impl Skill {
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Skill::Sleep => 3,
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Skill::Throw => 2,
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Skill::Snare => 2,
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Skill::Snare => 3,
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Skill::Taunt => 1,
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Skill::Empower => 2,
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@ -612,7 +617,7 @@ impl Skill {
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Skill::Haste => 2,
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Skill::Amplify => 2,
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Skill::Silence => 2,
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Skill::Silence => 3,
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Skill::Hostility => 2, // Primary Buff
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Skill::Corrupt => 2, // Primary Buff
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@ -654,7 +659,7 @@ impl Skill {
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Skill::Block => None, // reduce damage
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Skill::Parry => None, // avoid all damage
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Skill::Riposte => None, // used on parry
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Skill::Snare => Some(1),
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Skill::Snare => Some(2),
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Skill::Stun => Some(1),
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Skill::Heal => None,
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Skill::Triage => None, // hot
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@ -671,7 +676,7 @@ impl Skill {
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Skill::Curse => Some(1),
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Skill::Empower => Some(1),
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Skill::Shield => None,
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Skill::Silence => Some(1),
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Skill::Silence => Some(2),
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Skill::Purify => None,
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Skill::Purge => None,
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Skill::Banish => Some(1),
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@ -980,6 +985,21 @@ fn riposte(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill
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fn snare(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let snare = CrypEffect::new(Effect::Snare, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, snare)));
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let mut s_multi: u64 = 100;
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for cs in target.skills.iter() {
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s_multi += match cs.skill.category() {
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Category::Red => 45,
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_ => 0,
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}
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}
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let amount = source.red_damage().pct(skill.multiplier()).pct(s_multi);
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target.deal_red_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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return results;
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}
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@ -1210,6 +1230,20 @@ fn shield(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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fn silence(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let silence = CrypEffect::new(Effect::Silence, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, silence)));
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let mut s_multi: u64 = 100;
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for cs in target.skills.iter() {
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s_multi += match cs.skill.category() {
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Category::Blue => 45,
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_ => 0,
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}
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}
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let amount = source.blue_damage().pct(skill.multiplier()).pct(s_multi);
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target.deal_blue_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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return results;
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}
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@ -358,9 +358,9 @@ fn get_combos() -> Vec<Combo> {
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Combo { units: vec![Var::Buff, Var::Green, Var::Blue], var: Var::Curse }, // Needs a buff
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Combo { units: vec![Var::Buff, Var::Red, Var::Blue], var: Var::Haste }, // Needs a buff
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Combo { units: vec![Var::Debuff, Var::Red, Var::Red], var: Var::Snare }, // Dmg for disabled red
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge }, // Needs a buff
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Silence }, // Dmg for disabled blue
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Combo { units: vec![Var::Debuff, Var::Red, Var::Red], var: Var::Snare }, // disable red and dmg
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge }, // disable green and remove debuff
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Silence }, // disable blue and dmg
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Combo { units: vec![Var::Debuff, Var::Red, Var::Green], var: Var::Slow }, // Needs a buff
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Decay },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Blue], var: Var::Invert },
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