Removed gradual blow damage calculation.
This commit is contained in:
@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
|
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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@@ -113,9 +113,7 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final Position position = Position.getPosition(attacker, target);
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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: Manage level difference.
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power *= Math.max(1, attacker.getLevel() / 18); // Power increasing gradually by level.
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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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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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