summaryrefslogtreecommitdiff
path: root/gprof.sh
diff options
context:
space:
mode:
authorJesusaves <cpntb1@ymail.com>2020-04-27 15:46:10 -0300
committerJesusaves <cpntb1@ymail.com>2020-04-27 15:46:10 -0300
commit43006bac530bd77b4edb01122a7c578f9502c3fe (patch)
tree44c28b1de617000dc13df05827738e23fa4ea9b6 /gprof.sh
parente182d00af97919db619dc80ee9b8a477f341f480 (diff)
downloadserverdata-43006bac530bd77b4edb01122a7c578f9502c3fe.tar.gz
serverdata-43006bac530bd77b4edb01122a7c578f9502c3fe.tar.bz2
serverdata-43006bac530bd77b4edb01122a7c578f9502c3fe.tar.xz
serverdata-43006bac530bd77b4edb01122a7c578f9502c3fe.zip
Good AND Bad news. What is good and what is bad is up to you.
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.
Diffstat (limited to 'gprof.sh')
0 files changed, 0 insertions, 0 deletions