- Dec 28, 2019
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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- Dec 25, 2019
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Lisa Greene authored
Vaults give worse loot now and these are harder than vaults ever were, so it makes sense to buff their drops some
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
Melee characters having <50% hit chance against lots of basetypes until level 4 isn't really adding anything to the game The majority of accuracy will still come from gear, but this will add slightly more to Combat Accuracy
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Lisa Greene authored
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- Dec 23, 2019
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Lisa Greene authored
This can be problematic on enemies with multihits
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- Dec 22, 2019
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Lisa Greene authored
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Lisa Greene authored
DG vetoed it.
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Lisa Greene authored
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Lisa Greene authored
These are much too low to be worthwhile and are less interesting than the other options anyway
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Lisa Greene authored
RIP searing horrors killing players out of nowhere from their reflective skin having no indication
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- Dec 20, 2019
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
No more 13.68419783265183724592318563715t6138644108767472 armour values
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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- Dec 19, 2019
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Lisa Greene authored
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- Dec 18, 2019
- 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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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.