Parry recharges red life
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@ -39,7 +39,7 @@ New skill `Impurity`
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### Fixed
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- Ruin sends a skill event so ruin only casts once, followed by debuffs
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-
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- Client side skip for source strangling effect straight to POST_SKILL
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### Changed
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@ -82,6 +82,12 @@ New skill `Impurity`
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- Heal
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Changed multiplier 120% -> 130%
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- Parry
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Changed duration 1T -> 2T
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Changed cooldown 0T -> 2T
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Now recharges 110% red damage as red life
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Riposte multiplier reduced 100% -> 70%
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- Siphon
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Multiplier changed 30% -> 40%
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@ -239,7 +239,8 @@ function getCombatSequence(event) {
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&& ((event[1].skill === 'Decay' && event[1].effect === 'Wither')
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|| event[1].skill === 'Ruin'
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|| event[1].skill === 'Taunt'
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|| event[1].skill === 'Strangling')) return ['POST_SKILL'];
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|| event[1].skill === 'Strangling'
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|| event[1].skill === 'Parry')) return ['POST_SKILL'];
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if (['Damage'].includes(event[0])
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&& ((event[1].skill === 'Chaos' && event[1].colour === 'RedDamage')
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@ -600,6 +600,8 @@ impl Skill {
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Skill::Purify => 45, //Green dmg (heal)
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Skill::Recharge => 85, //restore red and blue life (heal)
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Skill::Reflect => 45, //restore blue life (heal)
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Skill::Parry => 110,
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Skill::Riposte => 70,
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// Stun Base
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@ -625,7 +627,7 @@ impl Skill {
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pub fn duration(&self) -> u8 {
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match self {
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Skill::Block => 1,
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Skill::Parry => 1,
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Skill::Parry => 2,
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Skill::Clutch => 1,
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Skill::Debuff => 3,
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Skill::Reflect => 1,
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@ -693,7 +695,7 @@ impl Skill {
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Skill::StrikeII => None,
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Skill::StrikeIII => None,
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Skill::Block => None, // reduce damage
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Skill::Parry => None, // avoid all damage
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Skill::Parry => Some(2), // avoid all damage
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Skill::Riposte => None, // used on parry
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Skill::Snare => Some(2),
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Skill::Stun => Some(1),
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@ -1013,6 +1015,9 @@ fn block(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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}
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fn parry(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let red_amount = source.red_damage().pct(skill.multiplier());
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results.push(Resolution::new(source, target).event(target.recharge(skill, red_amount, 0)));
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let effect = CrypEffect::new(Effect::Parry, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
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return results;
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@ -350,15 +350,15 @@ pub struct Combo {
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fn get_combos() -> Vec<Combo> {
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let mut combinations = vec![
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Combo { units: vec![Var::Buff, Var::Red, Var::Red], var: Var::Taunt }, // Add red recharge
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Combo { units: vec![Var::Buff, Var::Red, Var::Red], var: Var::Taunt },
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Combo { units: vec![Var::Buff, Var::Green, Var::Green], var: Var::Triage },
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Combo { units: vec![Var::Buff, Var::Blue, Var::Blue], var: Var::Scatter }, // To be impl - link targets + recharge blue shield
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Combo { units: vec![Var::Buff, Var::Red, Var::Green], var: Var::Haste }, // To be reworked
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Combo { units: vec![Var::Buff, Var::Green, Var::Blue], var: Var::Impurity }, // To be added
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Combo { units: vec![Var::Buff, Var::Red, Var::Blue], var: Var::Amplify }, // Red and blue damage buff
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Combo { units: vec![Var::Buff, Var::Blue, Var::Blue], var: Var::Scatter }, //To be impl
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Combo { units: vec![Var::Buff, Var::Red, Var::Green], var: Var::Haste },
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Combo { units: vec![Var::Buff, Var::Green, Var::Blue], var: Var::Impurity },
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Combo { units: vec![Var::Buff, Var::Red, Var::Blue], var: Var::Amplify }, // Some flavour
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Combo { units: vec![Var::Debuff, Var::Red, Var::Red], var: Var::Snare },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge }, // make it disable green
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge }, // Needs flavour
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Silence },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Green], var: Var::Curse }, // To be reworked
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Decay },
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