- Feb 23, 2017
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Chris Davidson authored
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Chris Davidson authored
Double the point gain bonus of a failed ego application
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Chris Davidson authored
Redo scaling on Last Stand defense bonus and add equivalent armor Add disable on run/rest to Last Stand
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Chris Davidson authored
Add disable on run/rest to True Grit
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- Feb 22, 2017
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Chris Davidson authored
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Chris Davidson authored
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DarkGod authored
Remove extra log messages for weapon procs Removes the ITEM_ damage types from the combat log and touches up some misc numbers and displays on them. I kept the item proc melee_project damage types out of the combat log for a reason. They are essentially hacky ways of having a special_on_hit variant that can scale its chance and power with how many items have it. It was left in the melee_project table mostly because the stuff I was revising was already there, I was just changing how it worked to be normalized, how it was displayed to convey more information (30 arcane silence? what is that?), and removing the actual damage done in part to clean up the combat log. Technically this should be its own special proc system, and that should be changed eventually as there are some other consequences of this method that have come up (block damage types, wielder and combat table not summing in intuitive ways). I'm not surprised someone got confused and added these to the logs as it really was a silly way to do it. I don't have time to fix this right now, though. The display of these effects is already handled by the messages setEffect gives. Putting special combat log entries is the equivalent of putting <20% chance to cast Nova rank 5> in the combat log when making unarmed attacks with Storm Bringer Gauntlets. We only need to display this when the proc goes off, and the engine already handles that. As is, my combat log is completely unreadable. See merge request !402
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DarkGod authored
New visuals for Aim, Exploit Weakness, Pace Yourself, Rapidshot, Explosive Shot, Perfect strike and Trueshot
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Chris Davidson authored
Clarify weapon proc descriptions and change a few numbers
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- Feb 21, 2017
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
Redesign True Grit to have a cumulative stamina cost
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Chris Davidson authored
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Chris Davidson authored
Add a rare second high level armor power Tweak out of phase power numbers, add Temporal theme Remove all melee retaliation powers
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- Feb 20, 2017
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Hachem_Muche authored
Animus Hoarder: extra soul chance (nerf), Shield Expertise: save bonuses
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
fan of knives effect
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DarkGod authored
Nerf damage on Assault Assault: Damage reduced on all 3 hits. This has only been ignored so long because the classes with it were pretty weak. Also, Shield Slam's creation way back was a huge buff to how often you can get double damage skill rotations off. Bulwark actually does the highest damage of almost any of the melee classes through T1-2 even with this nerf heh. Would still be true with the old -20% phys damage. But, the stamina gate is noticable. Shield Slam: Damage increased, was just fairly low. Repulsion: Now does a shield attack for decent damage and if a target is hit resets Rush's cooldown. Thematically awkward, but mechanically plays very well. Knock shit away from you to open a path then charge something. Shield Expertise: Standard scaling functions added to the save gain, numbers are about the same for PCs. See merge request !396
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Display negative life in the UI instead of ??? Display negative life instead of ???. I'm pretty sure I fixed this forever ago, so on the off chance it was reverted intentionally, I'll re-make the argument here. Firstly, the reason I'm doing this now is because its actively making my test character gameplay a lot less fun. The use of die_at has gradually inflated. Importantly, Heroism is a tool experienced players use almost universally, but at the same time I thought I fixed this display issue I also added it on randarts as a power. It has shown up more and more on talents as well. The use of die_at is done not because it makes the UI actively hostile, but because its a unique form of life that has specific interactions with max_life and/or for theme. Additionally, it is inconsistent to give completely information in the combat log but not on the life display. This leads to encouraging people to look through the hard to read combat log to estimate what their life is at. Which is exactly what we do, and why I've gotten several complaints about it when I'm active in chat. If this has to stay, I'll re-do Heroism and delete the randart powers and such so it can stay limited to classes deemed acceptable to have hostile UI as a balance mechanic or whatever the design goal is. See merge request !395
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DarkGod authored
WeaponCritPower Added support for .crit_power (percent) field to weapon combat, which adds to the critical multiple for (only) attacks with the weapon. Applies to melee, unarmed, shield, and ranged attacks. Object descriptions and character sheet updated. Throwing Knives talent uses this new field (to avoid permanent changes to crit power on errors). Slightly nerfed Lure durability so normal NPC's can more easily kill it at high level. See merge request !392
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DarkGod authored
Switched Pulverizing Auger and Stone Skin spots
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Chris Davidson authored
Raise damage on Shield Slam Add scaling functions to Shield Expertise save bonuses. Add an attack and a rush cooldown refresh to Repulsion
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- Feb 19, 2017
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Sheila authored
Buffed Pick of Dwarven Emperors to have lv 4 Auger. Nithan's Force loses Auger and arcane property, gains lv4 Bull Shot. Ureslak's Molted Scales gain +5% to all res caps and +100 life to reinforce its theme and usefulness.
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DarkGod authored
Necro buffs Few QoL changes and buffs to Necromancer. Empathy now helps minions not kill each other. Level 3 and up of Aura Mastery has a 25% chance to return souls from minions on death if they're inside the aura. Animus Hoarder is passive to reduce mana and soul strains early. Chill of the Tomb has a 100% chance to create a wisp if it kills a friendly necrotic minion while Will o' the Wisp is sustained for synergy. Lowered overall mana costs and cooldowns on non-locked trees slightly to prevent as many dead turns. Possibly more tweaks later, but this is it for now. See merge request !393
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