Adjusted enchant formulas for Essence.
Contributed by musicgyz.
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@ -177,6 +177,10 @@ public interface IStatFunction
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{
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switch (item.getItem().getCrystalTypePlus())
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{
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case S:
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{
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return ((5 * enchant) + (10 * Math.max(0, enchant - 3)));
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}
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case A:
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{
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return ((3 * enchant) + (4 * Math.max(0, enchant - 3)));
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@ -192,9 +196,9 @@ public interface IStatFunction
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{
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switch (item.getItem().getCrystalTypePlus())
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{
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case R:
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case S:
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{
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return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
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return ((7 * enchant) + (14 * Math.max(0, enchant - 3)));
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}
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case A:
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{
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@ -217,15 +221,11 @@ public interface IStatFunction
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{
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switch (item.getItem().getCrystalTypePlus())
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{
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case R:
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{
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return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
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}
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case S:
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{
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// M. Atk. increases by 4 for all weapons.
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// Starting at +4, M. Atk. bonus double.
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return (4 * enchant) + (8 * Math.max(0, enchant - 3));
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// M. Atk. increases by 10 for all S weapons.
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// Starting at +4, M. Atk. bonus triple.
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return (10 * enchant) + (20 * Math.max(0, enchant - 3));
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}
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case A:
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{
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@ -260,35 +260,23 @@ public interface IStatFunction
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{
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switch (item.getItem().getCrystalTypePlus())
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{
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case R:
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{
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if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
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{
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if (item.getWeaponItem().getItemType().isRanged())
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{
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return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
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}
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return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
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}
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return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
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}
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case S:
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{
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if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
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{
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if (item.getWeaponItem().getItemType().isRanged())
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{
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// P. Atk. increases by 10 for bows.
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// P. Atk. increases by 31 for S bows.
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// Starting at +4, P. Atk. bonus double.
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return (10 * enchant) + (20 * Math.max(0, enchant - 3));
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return (31 * enchant) + (62 * Math.max(0, enchant - 3));
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}
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// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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// P. Atk. increases by 19 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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// Starting at +4, P. Atk. bonus double.
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return (6 * enchant) + (12 * Math.max(0, enchant - 3));
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return (19 * enchant) + (38 * Math.max(0, enchant - 3));
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}
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// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
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// P. Atk. increases by 15 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
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// Starting at +4, P. Atk. bonus double.
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return (5 * enchant) + (10 * Math.max(0, enchant - 3));
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return (15 * enchant) + (30 * Math.max(0, enchant - 3));
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}
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case A:
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{
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@ -177,6 +177,10 @@ public interface IStatFunction
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{
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switch (item.getItem().getCrystalTypePlus())
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{
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case S:
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{
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return ((5 * enchant) + (10 * Math.max(0, enchant - 3)));
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}
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case A:
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{
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return ((3 * enchant) + (4 * Math.max(0, enchant - 3)));
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@ -192,9 +196,9 @@ public interface IStatFunction
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{
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switch (item.getItem().getCrystalTypePlus())
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{
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case R:
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case S:
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{
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return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
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return ((7 * enchant) + (14 * Math.max(0, enchant - 3)));
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}
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case A:
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{
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@ -217,15 +221,11 @@ public interface IStatFunction
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{
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switch (item.getItem().getCrystalTypePlus())
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{
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case R:
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{
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return ((5 * blessedBonus * enchant) + (10 * blessedBonus * Math.max(0, enchant - 3)));
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}
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case S:
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{
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// M. Atk. increases by 4 for all weapons.
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// Starting at +4, M. Atk. bonus double.
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return (4 * enchant) + (8 * Math.max(0, enchant - 3));
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// M. Atk. increases by 10 for all S weapons.
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// Starting at +4, M. Atk. bonus triple.
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return (10 * enchant) + (20 * Math.max(0, enchant - 3));
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}
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case A:
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{
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@ -260,35 +260,23 @@ public interface IStatFunction
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{
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switch (item.getItem().getCrystalTypePlus())
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{
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case R:
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{
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if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
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{
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if (item.getWeaponItem().getItemType().isRanged())
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{
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return (12 * blessedBonus * enchant) + (24 * blessedBonus * Math.max(0, enchant - 3));
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}
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return (7 * blessedBonus * enchant) + (14 * blessedBonus * Math.max(0, enchant - 3));
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}
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return (6 * blessedBonus * enchant) + (12 * blessedBonus * Math.max(0, enchant - 3));
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}
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case S:
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{
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if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
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{
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if (item.getWeaponItem().getItemType().isRanged())
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{
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// P. Atk. increases by 10 for bows.
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// P. Atk. increases by 31 for S bows.
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// Starting at +4, P. Atk. bonus double.
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return (10 * enchant) + (20 * Math.max(0, enchant - 3));
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return (31 * enchant) + (62 * Math.max(0, enchant - 3));
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}
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// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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// P. Atk. increases by 19 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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// Starting at +4, P. Atk. bonus double.
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return (6 * enchant) + (12 * Math.max(0, enchant - 3));
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return (19 * enchant) + (38 * Math.max(0, enchant - 3));
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}
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// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
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// P. Atk. increases by 15 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
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// Starting at +4, P. Atk. bonus double.
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return (5 * enchant) + (10 * Math.max(0, enchant - 3));
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return (15 * enchant) + (30 * Math.max(0, enchant - 3));
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}
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case A:
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{
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