- Dec 17, 2019
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Tawny Harte authored
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Tawny Harte authored
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Tawny Harte authored
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Tawny Harte authored
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Tawny Harte authored
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Tawny Harte authored
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DarkGod authored
Adjust melee damage The current combatDamage formula adds total weapon stat bonuses to weapon damage, leading to the percent damage on weapon tooltips not being accurate and there being relatively little difference in damage between tiers of weapons. Weapons such as psiblades also deal more damage than would be expected for their low base damage, often having an individual psiblade more powerful than a two handed weapon lategame. This merge request would remove this total weapon stat bonuses contribution to combatDamagePower. Doing so in a vacuum would lead to melee damage being too low, so this also changes the totstat contribution to physical power; presently, totstat is added to combatPhysicalpower during its calculation, effectively acting as raw physical power. I propose instead individually rescaling totstat and adding this rescaled statmod to combatPhysicalpower as effective physical power. This is an intermediary between the combatDamage formula used in 1.5, where totstat was added as effective physical power without any alterations, and the present calculation in 1.6.4. These changes would lead to approximately the same damage as 1.6.4 early game and midgame, and about 60-70% the damage of 1.5.10 lategame. The purpose of these changes is not necessarily to change melee damage numbers from 1.6.4 (though there is a small increase on average) but rather to reduce the current overwhelming dominance of total weapon stat bonuses on weapon damage and re-emphasize other aspects of the combatDamage calculation. In doing so, base damage will be made more relevant See merge request !599
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Tawny Harte authored
remove superfluous project talent param
- Dec 15, 2019
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DarkGod authored
1.6.5 misc See merge request !600
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Chris Davidson authored
Because nothing is more fun than multiplying the number of complaints about the NPC base damage+Glove merge+Brawler interaction. Really should fix that problem too someday, but.. Lots of busywork to do it.
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Chris Davidson authored
Unique and Boss ranks represent a significant increase in survivability, delaying these until the level 10 power spike should reduce frustrating T1 lockouts from a bad spawn.
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Chris Davidson authored
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Chris Davidson authored
Theres a lot of life regen around now, its too easy to get crazy numbers on this.
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Chris Davidson authored
No reason to desync this from how most gear swaps work. As noted on the forums it encourages tedious gameplay and just makes an already overgenerous system more generous.
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Chris Davidson authored
Its too easy to kill yourself with this now that it auto deactivates, and I'm not worried about buffing this class.
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Chris Davidson authored
I hate everything.
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Lisa Greene authored
Rounder numbers to give players an easier time calculating them and identifying breakpoints
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Chris Davidson authored
I guess something can have a faction but no setEffect.
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Lisa Greene authored
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- Dec 10, 2019
- Dec 09, 2019
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Lisa Greene authored
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Lisa Greene authored
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- Dec 08, 2019
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Lisa Greene authored
This will cut back on diminishing returns for statmod later on, largely remain the same earlier
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- Dec 07, 2019
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Lisa Greene authored
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Lisa Greene authored
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DarkGod authored
Thalore racial 1 buffs/tweaks <br> - Thalore regen duration down from 10 to 8 with scaling slightly increased to match old value. This means the regen is stronger each turn and over a shorter duration. Still long enough to keep the long duration, sustain thematic. Relatively small buff overall. - Now additionally scales with higher of Wil OR Con. Some other racials already do similar things. Wil only feels a little restrictive, Con is more universally built/used, and is at least partially related to healmod/regen thematically. - Changed the enhanced healmod buff to actually be a physical/natural with a new buff and use the racial 1 icon, it was previously magical and used BIL's icon, leftover from when it was Higher's. - Updated some old code on the racial, thanks Bunny! See merge request !596
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DarkGod authored
Discharge buffs Giving a little love to an underappreciated tree, the idea is to reinforce the theme of being an unmoving turret by giving more benefits to the sustain, making some mid range skills synergize with it by having greater range. - Increased range of Mind Storm, Backlash and Focused Wrath from 7 to 10 - Decreased Mind Storm's cooldown from 14 to 8 - When Mind Storm is active, the range for Mind Sear, Sunder Mind, and Psychic Lobotomy up from 7 to 10 - Focused Wrath now gives mind resistance penetration for the duration - Synaptic Static range scaling changed slightly with a small decrease at 1-2 and a small increase at 3-5, additionally deals higher damage so that the class can have a bit more mind damage in the aoe department - Synaptic Static friendly fire removed See merge request !598
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- Dec 04, 2019
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Sheila authored
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- Dec 03, 2019
- Dec 02, 2019
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Sheila authored
Buff Mind Sear, Psychic Lobotomy, and Sunder mind to be range 10 while Mind Storm is sustained. Additionally buffed Synaptic static's damage and radius slightly to match talents like Flash freeze.
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Sheila authored
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Chris Davidson authored
Fixedbosses and classes get consistent buffs over time. Little furry dude has not.