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This one is made ineffective, because this nerf == current settings.
It will be made effective, only when VAR_CRITICALSUCCESSVALUE is restored.
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(Actually, I just mistakenly swapped out two bonuses with similar names D:)
(so fix them: bCriticalRate instead of bCritical except when the later is intended)
I also removed the restriction of adding critical bonuses to armors >_>
PS. Nerfed Murderer Crown along the way
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works strangely. Cap this to 100%.
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News 1: There's now 5% chance of armor coming with Splash Damage.
News 2: Splash Damage now lowers attack dmg in 15%.
This means that unless you hit at least 2 mobs, you'll deal less damage.
Splash is stackable. The more splash, the less damage you do.
But if you're hiting more mobs, you're dealing more DMG than otherwise.
(2 mobs = -15% damage on each, x2. So total dealt 170% base damage).
This is more balanced, as it will smooth down the balance overpower of this
option. And will also make bosses which relies in summons, like the Monster King,
minimally more challenging.
Remember: If you equip over 6 splash equip, that'll deal no damage!
6 equips with splash will cause 10% damage to every mob in a 6x6 radius.
Which is 1/3 of the screen.
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*needs more ATK again*
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