Age | Commit message (Collapse) | Author | Files | Lines | |
---|---|---|---|---|---|
2021-03-20 | Actually, as AOE equips became toast, correct the ATK penalty to original -20% | Jesusaves | 1 | -1/+1 | |
2020-12-28 | Fix broken constants, deassign the counterpart constant. | Jesusaves | 1 | -32/+32 | |
2020-10-12 | Fix a "typo" | Jesusaves | 1 | -1/+1 | |
2020-10-06 | Bump to splash damage general nerf | Jesusaves | 1 | -1/+1 | |
2020-07-07 | Options which give % bonuses are now capped to 100%. | Jesusaves | 1 | -19/+19 | |
Values above 100% will be disregarded. I was careful to avoid a @Aeon bug which could make them all default to 100% %%e | |||||
2020-07-03 | AOE nerf is now 17%r12.2_20200703 | Jesusaves | 1 | -1/+1 | |
2020-06-23 | Fix a bug where Lv 10 critical bonus would misbehave | Jesusaves | 1 | -1/+1 | |
2020-06-14 | Fix Cursed Skull | Jesusaves | 1 | -1/+1 | |
2020-06-05 | Switch the critical options bonus IDs. | Jesusaves | 1 | -4/+4 | |
I believe this is more fair in long-term. Sorry Crazyfefe. | |||||
2020-05-24 | Prepare another nerf of critical rate. | Jesusaves | 1 | -0/+5 | |
This one is made ineffective, because this nerf == current settings. It will be made effective, only when VAR_CRITICALSUCCESSVALUE is restored. | |||||
2020-05-18 | Russian Reversal | Jesusaves | 1 | -1/+1 | |
(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 | |||||
2020-05-12 | Due to a bug, critical rate could go up to 200%, but now I know the formula | Jesusaves | 1 | -1/+1 | |
works strangely. Cap this to 100%. | |||||
2020-04-27 | Fix typo | Jesusaves | 1 | -1/+1 | |
2020-04-27 | Good AND Bad news. What is good and what is bad is up to you. | Jesusaves | 1 | -1/+1 | |
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. | |||||
2020-04-23 | Ops, mistook var 17 with var 18 %%P | Jesusaves | 1 | -2/+2 | |
2020-04-22 | Better for scalability but not so great for overall balance | Jesusaves | 1 | -2/+2 | |
*needs more ATK again* | |||||
2019-10-28 | Bugfixes. Now it needs balancing | Jesusaves | 1 | -1/+1 | |
2019-09-17 | As GP bonus only goes up to 40%, double the bonus | Jesusaves | 1 | -1/+1 | |
2019-08-29 | An evil comma | Jesusaves | 1 | -2/+2 | |
2019-08-29 | IOTP_RICHNESS - n% chance to get 1~mobLv GP on kill | Jesusaves | 1 | -0/+5 | |
2019-08-29 | SplashRange bonus → SplashAddRange (it's fixed as +1 so) | Jesusaves | 1 | -1/+1 | |
2019-08-01 | RC_Mineral replaces RC_Fish (Race ID 5) | Jesusaves | 1 | -7/+7 | |
2019-08-01 | Deprecate RC_Fish | Jesusaves | 1 | -0/+12 | |
2019-05-28 | The whole second tier, and an extra option | Jesusaves | 1 | -0/+5 | |
2019-05-27 | Item Options - WIP | Jesusaves | 1 | -14/+14 | |
2019-05-27 | Add extra item options | Jesusaves | 1 | -2/+67 | |
2018-12-30 | Replacement on item options | Jesusaves | 1 | -7/+7 | |
2018-01-13 | Initial commit | Saulc | 1 | -0/+1036 | |