sprayBoss

new sprayBoss on reactor level
  shows up 50% of the time
  unbalanced right now, so give me feedback
This commit is contained in:
landgreen
2022-02-13 06:48:23 -08:00
parent 67a6ee29d1
commit 8b3a4c0cb9
10 changed files with 218 additions and 86 deletions

View File

@@ -221,7 +221,7 @@ const tech = {
if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
if (tech.isMaxEnergyTech) dmg *= 1.5
if (tech.isEnergyNoAmmo) dmg *= 1.66
if (tech.isEnergyNoAmmo) dmg *= 1.70
if (tech.isDamageForGuns) dmg *= 1 + 0.12 * b.inventory.length
if (tech.isLowHealthDmg) dmg *= 1 + Math.max(0, 1 - m.health) * 0.5
if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3;
@@ -230,7 +230,7 @@ const tech = {
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isEnergyDamage) dmg *= 1 + m.energy * 0.125;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
if (tech.isRerollDamage) dmg *= 1 + 0.037 * powerUps.research.count
if (tech.isRerollDamage) dmg *= 1 + 0.038 * powerUps.research.count
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
@@ -580,7 +580,7 @@ const tech = {
},
{
name: "exciton",
description: `increase <strong class='color-d'>damage</strong> by <strong>66%</strong>, but<br>${powerUps.orb.ammo()} will no longer <strong>spawn</strong>`,
description: `increase <strong class='color-d'>damage</strong> by <strong>70%</strong>, but<br>${powerUps.orb.ammo()} will no longer <strong>spawn</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -2879,7 +2879,7 @@ const tech = {
},
{
name: "Bayesian statistics",
description: `increase <strong class='color-d'>damage</strong> by <strong>3.7%</strong><br>for each ${powerUps.orb.research(1)} in your inventory`,
description: `increase <strong class='color-d'>damage</strong> by <strong>3.8%</strong><br>for each ${powerUps.orb.research(1)} in your inventory`,
maxCount: 1,
count: 0,
frequency: 2,
@@ -3067,7 +3067,7 @@ const tech = {
},
{
name: "particle collider",
description: `<strong>clicking</strong> <strong class='color-m'>tech</strong> while <strong>paused</strong> <strong>ejects</strong> them<br><em><strong>4%</strong> chance to convert that tech into <strong class='color-f'>energy</strong></em>`,
description: `<strong>clicking</strong> <strong class='color-m'>tech</strong> while paused <strong>ejects</strong> them<br><em><strong>4%</strong> chance to convert that tech into <strong class='color-f'>energy</strong></em>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3340,9 +3340,9 @@ const tech = {
frequencyDefault: 10,
isNonRefundable: true,
allowed() {
return tech.duplicationChance() > 0.99
return tech.duplicationChance() > 0.7
},
requires: "duplication chance above 99%",
requires: "duplication chance above 70%",
effect() {
tech.is111Duplicate = true;
tech.maxDuplicationEvent()
@@ -3522,7 +3522,7 @@ const tech = {
},
{
name: "reinforcement learning",
description: "increase the <strong class='flicker'>frequency</strong> of finding copies of<br>recursive <strong class='color-m'>tech</strong> you already have by <strong>1000%</strong>",
description: "increase the <strong class='flicker'>frequency</strong> of finding copies of<br>your current recursive <strong class='color-m'>tech</strong> by <strong>1000%</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -6723,7 +6723,7 @@ const tech = {
},
{
name: "no-cloning theorem",
description: `<strong>40%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a <strong>mob</strong> <strong>dies</strong>, lose <strong>2%</strong> <strong class='color-dup'>duplication</strong> chance`,
description: `<strong>45%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a <strong>mob</strong> <strong>dies</strong>, lose <strong>2%</strong> <strong class='color-dup'>duplication</strong> chance`,
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -6734,7 +6734,7 @@ const tech = {
},
requires: "cloaking, time dilation",
effect() {
tech.cloakDuplication = 0.4
tech.cloakDuplication = 0.45
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.4);
},
@@ -6745,7 +6745,7 @@ const tech = {
},
{
name: "symbiosis",
description: "after a <strong>mob</strong> <strong>dies</strong>, lose <strong>0.5</strong> max <strong class='color-h'>health</strong><br><strong>bosses</strong> spawn <strong>1</strong> extra <strong class='color-m'>tech</strong> after they <strong>die</strong>",
description: "after a <strong>mob</strong> <strong>dies</strong>, lose <strong>0.45</strong> max <strong class='color-h'>health</strong><br><strong>bosses</strong> spawn <strong>1</strong> extra <strong class='color-m'>tech</strong> after they <strong>die</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,