User:IapIac/Sandbox: Difference between revisions

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===BAD immunity===
===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"
{|class="wikitable mw-collapsible mw-collapsed"
!List of Lych soul can not immune
!List of Lych soul can not immune

Latest revision as of 16:05, 13 January 2026

I don't know what to say. vrej


BAD immunity

[edit | edit source]
List of Lych soul can not immune
  • Slow:MoabPressStunParagon
  • Stun:ParagonWeak
  • Stun:BombParagon



some paras in paragonDegreeDataModel

[edit | edit source]
  • attackCooldownReductionX = 50
  • piercePercentPerDegree = 1
  • pierceIncreasePerDegree = 0.1
  • damagePercentPerDegree = 1
  • damageIncreasePerDegree = 1
  • damageIncreaseForDegrees = 10
  • bonusBossDamagePercent = 0.25
  • bonusBossDamagePerDegrees = 20

some vars in PowerDegreeMutator

[edit | edit source]
  • 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

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  • pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
  • cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
  • damage = percentDamageUp * baseDamage + additionalDamageUp

boss damages

[edit | edit source]

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