tomorrow's balance changes
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CHANGELOG.md
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CHANGELOG.md
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All notable changes to this project will be documented in this file.
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This project adheres to [Semantic Versioning](http://semver.org/).
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## [In Progress]
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*BALANCE*
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- strike
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- 110 -> 90
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- strangle
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no immunity
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- purify
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- 1 effect from all cryps at level 2
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- removes all effects from all cryps at l3
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- invert
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- fx for buffs when applied to enemies
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- invert + haste -> doubles all cooldowns
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- haste
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- additional attack with red skills if affected
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- deal % dmg based on speed difference between source and target?
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- l2 maybe reduce cooldowns or something
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- heal
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- buff %
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var / skill info rpc
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thresholds / bonuses
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sell cost
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etc
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## [Unreleased]
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## [0.1.1] - YYYY-MM-DD
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### Added
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### Changed
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### Fixed
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## [0.1.1] - 2019-05-06
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### Added
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Event::Skill
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needed to convey the use of skill which is followed by other events
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needed to convey the use of skill which is followed by other events
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used for skill Purify to show that it is used and then followed by removal and other events
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New Skill `Sleep`
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Combined using Stun + GG
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Stuns target for 3T (might need to be 4T)
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Deals 240% green damage (heal)
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Concept - high duration stun with the drawback of a big heal on the target
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Concept - high duration stun with the drawback of a big heal on the target
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Base cooldown 3T
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(Could be played aggressively or defensively)
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@ -20,31 +54,31 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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### Changed
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Switch purify with reflect
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- Purify
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- Purify
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Now GG + block (was GB + block)
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Now applies a small heal 45% multiplier green damage (power) for each debuff removed
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- Reflect
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- Reflect
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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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- 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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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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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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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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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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@ -55,24 +89,24 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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Taunt now GR + Buff
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No longer self-target only
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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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Throw is now Stun + RG (was Stun + GG)
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- Better fit as it applies inc Red taken debuff (vulnerability)
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## [0.1.0] - 2019-05-02
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### Added
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New skill `Chaos`
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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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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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New effect `Wither`
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- Reduces green damage taken by 50%
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### Fixed
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@ -92,7 +126,7 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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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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`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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65
WORKLOG.md
65
WORKLOG.md
@ -1,4 +1,4 @@
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# Key Mechanics
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# Mechanics
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* 10d chaos maths, not rock paper scissors
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* phys is faster and chaotic
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* spells are slow and reliable
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@ -12,26 +12,36 @@
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red + aggro green
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blue + defensive green
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- strike
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- 110 -> 90
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- strangle
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no immunity
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- purify
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- 1 effect from all cryps at level 2
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- removes all effects from all cryps at l3
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- invert
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- fx for buffs when applied to enemies
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- invert + haste -> doubles all cooldowns
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- haste
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- additional attack with red skills if affected
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- deal % dmg based on speed difference between source and target?
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- l2 maybe reduce cooldowns or something
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- heal
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- buff %
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# WORK WORK
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## NOW
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*WARDEN*
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* games
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check updated timestamps
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once a second?
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add a timestamp to each player
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after 30s issue warning (client)
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after 1m automove
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increment warnings
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after 3 warnings forfeit
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* instances
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add timestamp to each player
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after 60s force ready
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var / skill info rpc
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thresholds / bonuses
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sell cost
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etc
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*CLIENT*
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* general
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@ -41,25 +51,12 @@ add a timestamp to each player
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* game
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*SERVER*
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authentication endpoint
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hit /auth with un/pw or token
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invalidate previous token
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generate new token and return
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attach token to websocket
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ez
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Base Items - Buff / Debuff / Stun should be equippable / usable skills
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var / skill info rpc
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thresholds / bonuses
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sell cost
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etc
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put ticks on stack at start of phase
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push events
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make strike *really* hit first / resolve at same time?
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## SOON
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* Add missing combo - (Red + Blue + Attack) - Duplicated ???
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@ -82,6 +79,14 @@ make strike *really* hit first / resolve at same time?
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* chat wheel trash talk
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* KO animations and trash talk
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* the *real* authentication endpoint
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hit /auth with un/pw or token
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invalidate previous token
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generate new token and return
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attach token to websocket
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ez
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## LATER
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* redis for game events
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