User:IapIac/Sandbox: Difference between revisions
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some paras in
some vars in
a draft, vars need more checking... |
mNo edit summary |
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===some paras in <code>paragonDegreeDataModel</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>=== | ===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=== | ===actual stat changes=== | ||
* | * pierce = percentPierceUp * basePierce+additionalPierceUp | ||
* | * cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01) | ||
* | * damage = percentDamageUp * baseDamage + additionalDamageUp | ||
====boss damages==== | ====boss damages==== | ||
actually there's a mutator for boss damage to make boss damage multiplier affect other damage bonuses (camo/ceramic, etc) | actually there's a mutator for boss damage to make boss damage multiplier affect other damage bonuses (camo/ceramic, etc) | ||
*normal: | * normal: totalBossDamage = totalBaseBossDamage * (1 + bonusBossDamagePercent) | ||
*elite: | * elite: JUST DOUBLES IT | ||
Revision as of 11:12, 29 December 2024
I don't know what to say. vrej
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 = 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