User:IapIac/Sandbox: Difference between revisions
Created page with "I don't know what to say. vrej ---- <math>Damage=BaseDamage+\operatorname{floor}(DamageRange \times percent)</math> <math>BonusStunDamage=\operatorname{floor}(\frac{damageBonusFromMerge}{stunBonusDivisor})</math> <math>Pierce=BasePierce+\operatorname{floor}(PierceRange \times percent)</math> <math>AttackCooldown=BaseAttackCooldown-CooldownScaleRange \times percent</math> <math>KnockbackDuration=BaseKnockbackDuration+KnockbackDurationRange \times percent</math> <ma..." |
No edit summary |
||
| (18 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
I don't know what to say. vrej | I don't know what to say. vrej | ||
__NOTOC__ | |||
---- | ---- | ||
===BAD immunity=== | |||
{|class="wikitable mw-collapsible mw-collapsed" | |||
!List of Lych soul can not immune | |||
|- | |||
| | |||
*<code>Slow:MoabPressStunParagon</code> | |||
*<code>Stun:ParagonWeak</code> | |||
*<code>Stun:BombParagon</code> | |||
|} | |||
< | ---- | ||
===some paras in <code>paragonDegreeDataModel</code>=== | |||
* attackCooldownReductionX = 50 | |||
* piercePercentPerDegree = 1 | |||
* pierceIncreasePerDegree = 0.1 | |||
* damagePercentPerDegree = 1 | |||
* damageIncreasePerDegree = 1 | |||
* damageIncreaseForDegrees = 10 | |||
* bonusBossDamagePercent = 0.25 | |||
* bonusBossDamagePerDegrees = 20 | |||
< | ===some vars in <code>PowerDegreeMutator</code>=== | ||
* percentPierceUp = piercePercentPerDegree * ((degree-1) + floor(degree/100)) | |||
* percentDamageUp = damagePercentPerDegree * ((degree-1) + floor(degree/100)) | |||
* additionalPierceUp = pierceIncreasePerDegree * ((degree-1) + floor(degree/100)) | |||
* additionalDamageUp = floor(damageIncreasePerDegree * ((degree-1) / damageIncreaseForDegrees + floor(degree/100))) | |||
* bonusBossDamagePercent = bonusBossDamagePercent * degree / bonusBossDamagePerDegrees | |||
* attackCooldownReductionPercent = round(sqrt(attackCooldownReductionX * (degree-1), 1) | |||
===actual stat changes=== | |||
* pierce = floor(percentPierceUp * basePierce)+additionalPierceUp | |||
* cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01) | |||
* damage = percentDamageUp * baseDamage + additionalDamageUp | |||
====boss damages==== | |||
actually there's a mutator for boss damage to make boss damage multiplier affect other damage bonuses (camo/ceramic, etc) | |||
* normal: totalBossDamage = totalBaseBossDamage * (1 + bonusBossDamagePercent) | |||
* elite: JUST DOUBLES IT | |||