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Add spell softcaps #7689
Add spell softcaps #7689
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RuneOfNova Rune of Nova CastHealing 800 30 255 Magic,Targeted -1 -1 48 RuneOfNova 1 10 40 80 | ||
RuneOfImmolation Rune of Immolation CastHealing 800 30 255 Magic,Targeted -1 -1 48 RuneOfImmolation 1 10 40 80 | ||
RuneOfStone Rune of Stone CastHealing 800 30 255 Magic,Targeted -1 -1 48 RuneOfStone 1 10 40 80 | ||
id name soundId bookCost10 staffCost10 manaCost flags bookLevel staffLevel minIntelligence missiles manaMultiplier minMana staffMin staffMax softCap |
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Needs to be a tab.
id name soundId bookCost10 staffCost10 manaCost flags bookLevel staffLevel minIntelligence missiles manaMultiplier minMana staffMin staffMax softCap | |
id name soundId bookCost10 staffCost10 manaCost flags bookLevel staffLevel minIntelligence missiles manaMultiplier minMana staffMin staffMax softCap | |
It doesn't look like this factors in class based reduced mana cost. For example, phasing would soft cap at level 3 for a class with 50% mana reduction. That being said, I'm not sure this is really necessary, and might create some more confusion from people (why is my level 10/3???) |
Immolation Immolation CastFire 2100 130 60 Fire 14 10 87 Immolation 3 35 16 32 0 | ||
Warp Warp CastSkill 300 20 35 Magic 3 3 25 Warp 3 18 8 12 7 | ||
Reflect Reflect CastSkill 300 20 35 Magic 3 3 25 Reflect 3 15 8 12 0 | ||
Berserk Berserk CastSkill 300 20 35 Magic,Targeted 3 3 35 Berserk 3 15 8 12 8 |
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Berserk spell level adds to monster damage. It is not capped at 8.
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It's the same percentage-based increase no matter the level, but the mana cost caps at 8.
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Spell level does appear to factor in.
devilutionX/Source/missiles.cpp
Lines 1262 to 1265 in ba77325
monster.minDamage = (GenerateRnd(10) + 120) * monster.minDamage / 100 + slvl; | |
monster.maxDamage = (GenerateRnd(10) + 120) * monster.maxDamage / 100 + slvl; | |
monster.minDamageSpecial = (GenerateRnd(10) + 120) * monster.minDamageSpecial / 100 + slvl; | |
monster.maxDamageSpecial = (GenerateRnd(10) + 120) * monster.maxDamageSpecial / 100 + slvl; |
Nope, I had no idea about mana cost reduction. That just about kills this PR.
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Some spells gain absolutely nothing past a certain point, other than being better victims for the Enchanted shrine.