Blow damage formula power increasing gradually by level.
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@ -119,7 +119,7 @@ public final class Formulas
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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power *= Math.max(1, attacker.getLevel() / 25); // Power increasing gradually by level.
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// Mobius: Manage level difference as well.
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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if (attacker.getLevel() < target.getLevel())
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{
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{
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@ -119,7 +119,7 @@ public final class Formulas
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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power *= Math.max(1, attacker.getLevel() / 25); // Power increasing gradually by level.
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// Mobius: Manage level difference as well.
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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if (attacker.getLevel() < target.getLevel())
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{
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{
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@ -119,7 +119,7 @@ public final class Formulas
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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power *= Math.max(1, attacker.getLevel() / 25); // Power increasing gradually by level.
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// Mobius: Manage level difference as well.
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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if (attacker.getLevel() < target.getLevel())
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{
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{
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@ -119,7 +119,7 @@ public final class Formulas
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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power *= Math.max(1, attacker.getLevel() / 25); // Power increasing gradually by level.
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// Mobius: Manage level difference as well.
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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if (attacker.getLevel() < target.getLevel())
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{
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{
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@ -119,7 +119,7 @@ public final class Formulas
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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power *= Math.max(1, attacker.getLevel() / 25); // Power increasing gradually by level.
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// Mobius: Manage level difference as well.
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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if (attacker.getLevel() < target.getLevel())
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{
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{
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