changelog and healing coeff change
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CHANGELOG.md
35
CHANGELOG.md
@ -4,13 +4,40 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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## [Unreleased]
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## [Unreleased]
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### Added
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### Added
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-
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New skill `Chaos`
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- 50% base red & blue with an additional rng 20% blue & red
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- Combo'd with Attack + Red + Blue
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New skill `Slay`
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- 70% base red, heals (green damage) for equivalent dmg dealt
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- Combo'd with Attack + Red + Green
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New effect `Wither`
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- Reduces green damage taken by 50%
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### Fixed
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### Fixed
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-
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- Siphon deals damage before applying heal
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- Changed tests to incorporate skill damage multipliers
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### Changed
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### Changed
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- Changed Decay, Siphon and Purify vbox items
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`Decay`
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- 1 blue + 1 green + debuff
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- now also applies new debuff `Wither`
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- Cooldown increased 0T -> 1T
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`Siphon`
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- 1 blue + 1 green + attack
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- Cooldown reduced 1T -> 0T
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`Purify` 1 blue + 1 green + block
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## [0.0.0] - yyyy-mm-dd
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- Changed skill damage multipliers
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`Blast` 100% -> 130%
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`CorruptionTick` 100% -> 80%
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`Decay` 50% -> 25%
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`Heal` 100% -> 120%
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`SiphonTick` 100% -> 30%
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`StrangleTick` 100% -> 30%
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`Strike` 100% -> 110%
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`TriageTick` 100% -> 65%
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## [0.0.1] - 2019-05-02
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@ -553,7 +553,7 @@ impl Skill {
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Skill::Attack => 100, // 1.0 to pass tests
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Skill::Attack => 100, // 1.0 to pass tests
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Skill::Blast => 130, // BB
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Skill::Blast => 130, // BB
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Skill::Chaos => 50, // BR
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Skill::Chaos => 50, // BR
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Skill::Heal => 100, //GG 1.0 to pass tests
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Skill::Heal => 120, //GG 1.0 to pass tests
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Skill::Slay => 70, // RG
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Skill::Slay => 70, // RG
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Skill::Strike => 110, //RR
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Skill::Strike => 110, //RR
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Skill::StrikeII => 130,
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Skill::StrikeII => 130,
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@ -1315,13 +1315,14 @@ mod tests {
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y.red_life.force(64);
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y.red_life.force(64);
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y.red_life.reduce(64);
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y.red_life.reduce(64);
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x.red_damage.force(256 + 64);
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x.red_damage.force(256 + 64);
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let damage: u64 = x.red_damage().pct(Skill::Attack.multiplier()); // 320 * 1.0
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let healing: u64 = x.green_damage().pct(Skill::Heal.multiplier()); // 256 * 1.2
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invert(&mut y.clone(), &mut y, vec![], Skill::Invert);
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invert(&mut y.clone(), &mut y, vec![], Skill::Invert);
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assert!(y.affected(Effect::Invert));
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assert!(y.affected(Effect::Invert));
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// heal should deal green damage
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// heal should deal green damage
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heal(&mut x, &mut y, vec![], Skill::Heal);
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heal(&mut x, &mut y, vec![], Skill::Heal);
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assert!(y.green_life() == 768);
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assert!(y.green_life() == (1024 - healing));
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// attack should heal and recharge red shield
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// attack should heal and recharge red shield
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let mut results = attack(&mut x, &mut y, vec![], Skill::Attack);
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let mut results = attack(&mut x, &mut y, vec![], Skill::Attack);
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@ -1333,12 +1334,12 @@ mod tests {
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};
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};
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match results.remove(0).event {
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match results.remove(0).event {
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Event::Healing { skill: _, overhealing: _, amount } => assert_eq!(amount, 256),
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Event::Healing { skill: _, overhealing: _, amount } => assert_eq!(amount, healing),
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_ => panic!("not healing from inversion"),
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_ => panic!("not healing from inversion"),
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};
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};
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match results.remove(0).event {
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match results.remove(0).event {
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Event::Recharge { skill: _, red, blue: _ } => assert_eq!(red, 64),
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Event::Recharge { skill: _, red, blue: _ } => assert_eq!(red, (damage - healing)),
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_ => panic!("not recharge from inversion"),
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_ => panic!("not recharge from inversion"),
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};
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};
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}
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}
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