User:IapIac/Sandbox: Difference between revisions
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some paras in
some vars in
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I don't know what to say. vrej | I don't know what to say. vrej | ||
__NOTOC__ | __NOTOC__ | ||
---- | |||
===BAD immunity=== | |||
{|class="wikitable mw-collapsible mw-collapsed" | |||
! List of BAD immunity statuses | |||
|- | |||
| | |||
*<code>Wind</code> | |||
*<code>Slow</code> | |||
*<code>Knockback</code> | |||
*<code>Stun</code> | |||
*<code>Ice:Regular</code> | |||
*<code>Ice:Super</code><!--what's this--> | |||
*<code>AbsoluteZero:Regular</code> | |||
*<code>Snowstorm:Regular</code> | |||
*<code>Permafrost</code> | |||
*<code>ArcticWind</code> | |||
*<code>PermaEliteFrost</code><!--what's this--> | |||
*<code>Silas:Rime</code> | |||
*<code>Silas:Regular:Freeze</code> | |||
*<code>FrozenCascade:Regular:Freeze</code> | |||
*<code>ObynGreenfoot-Totem-Slow</code> | |||
*<code>VineRuptureSlow</code> | |||
*<code>LotusTreeStun</code> | |||
*<code>Freeze:Popseidon:Normal</code> | |||
*<code>IceParagon:MainFreeze</code> | |||
*<code>IceParagon:Snowstorm</code> | |||
*<code>IceParagon:Arctic</code> | |||
*<code>IceParagon:Frozen</code> | |||
*<code>Permafrost:Normal</code> | |||
|} | |||
{|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> | |||
|} | |||
---- | ---- | ||
Revision as of 15:32, 7 December 2025
I don't know what to say. vrej
BAD immunity
| List of BAD immunity statuses |
|---|
|
| List of Lych soul can not immune |
|---|
|
some paras in paragonDegreeDataModel
- attackCooldownReductionX = 50
- piercePercentPerDegree = 1
- pierceIncreasePerDegree = 0.1
- damagePercentPerDegree = 1
- damageIncreasePerDegree = 1
- damageIncreaseForDegrees = 10
- bonusBossDamagePercent = 0.25
- bonusBossDamagePerDegrees = 20
some vars in PowerDegreeMutator
- 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