propagation tech fixed

This commit is contained in:
landgreen
2021-07-15 06:48:21 -07:00
parent f590cfc99e
commit 7315d05460
3 changed files with 2 additions and 13 deletions

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.DS_Store vendored

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@@ -4015,7 +4015,7 @@ const b = {
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000"; ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
ctx.lineWidth = 2 * tech.wavePacketDamage ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath(); ctx.beginPath();
const end = 75 * Math.sqrt(tech.isBulletsLastLonger) * tech.waveBeamSpeed / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060 const end = 750 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) { for (let i = this.waves.length - 1; i > -1; i--) {
@@ -4097,7 +4097,7 @@ const b = {
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000"; ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
ctx.lineWidth = 2 * tech.wavePacketDamage ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath(); ctx.beginPath();
const end = 125 * tech.isBulletsLastLonger * tech.waveBeamSpeed / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767 const end = 1250 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) { for (let i = this.waves.length - 1; i > -1; i--) {

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@@ -1,17 +1,6 @@
******************************************************** NEXT PATCH ******************************************************** ******************************************************** NEXT PATCH ********************************************************
"pressure wave" renamed "phonon"
tech packet length removed
most wave beam tech is now compatible with phonon
wave beam tech: isotropic radiator - phonon has shorter range but expands in every direction
drone tech: torque bursts - teleport towards targets and do 30% more collision damage
irradiated drones do 33% more damage, 33% less collisions damage
5% more ammo, 30% less range, don't lose duration on collisions
pseudoscience only gets 3 free rerolls per tech
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************