User:IapIac/Sandbox

Revision as of 07:03, 14 December 2024 by IapIac (talk | contribs) (a draft, vars need more checking...)

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×(degree1+degree100)
  • additionalPierceUp=pierceIncreasePerDegree×(degree1+degree100)
  • percentDamageUp=damagePercentPerDegree×(degree1+degree100)
  • additionalDamageUp=damageIncreasePerDegree×(degree1damageIncreaseForDegrees+degree100)
  • bonusBossDamagePercent=bonusBossDamagePercent×degreebonusBossDamagePerDegrees
  • attackCooldownReductionPercent=round(attackCooldownReductionX(degree1),1)

actual stat changes

  • pierce=percentPierceUp×basePierce+additionalPierceUp
  • cooldown=baseCooldown1+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