sprayBoss
new sprayBoss on reactor level shows up 50% of the time unbalanced right now, so give me feedback
This commit is contained in:
22
js/tech.js
22
js/tech.js
@@ -221,7 +221,7 @@ const tech = {
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if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
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if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
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if (tech.isMaxEnergyTech) dmg *= 1.5
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if (tech.isEnergyNoAmmo) dmg *= 1.66
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if (tech.isEnergyNoAmmo) dmg *= 1.70
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if (tech.isDamageForGuns) dmg *= 1 + 0.12 * b.inventory.length
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if (tech.isLowHealthDmg) dmg *= 1 + Math.max(0, 1 - m.health) * 0.5
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if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3;
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@@ -230,7 +230,7 @@ const tech = {
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if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
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if (tech.isEnergyDamage) dmg *= 1 + m.energy * 0.125;
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if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
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if (tech.isRerollDamage) dmg *= 1 + 0.037 * powerUps.research.count
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if (tech.isRerollDamage) dmg *= 1 + 0.038 * powerUps.research.count
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if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25
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if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
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if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
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@@ -580,7 +580,7 @@ const tech = {
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},
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{
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name: "exciton",
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description: `increase <strong class='color-d'>damage</strong> by <strong>66%</strong>, but<br>${powerUps.orb.ammo()} will no longer <strong>spawn</strong>`,
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description: `increase <strong class='color-d'>damage</strong> by <strong>70%</strong>, but<br>${powerUps.orb.ammo()} will no longer <strong>spawn</strong>`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -2879,7 +2879,7 @@ const tech = {
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},
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{
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name: "Bayesian statistics",
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description: `increase <strong class='color-d'>damage</strong> by <strong>3.7%</strong><br>for each ${powerUps.orb.research(1)} in your inventory`,
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description: `increase <strong class='color-d'>damage</strong> by <strong>3.8%</strong><br>for each ${powerUps.orb.research(1)} in your inventory`,
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -3067,7 +3067,7 @@ const tech = {
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},
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{
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name: "particle collider",
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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>`,
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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>`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3340,9 +3340,9 @@ const tech = {
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frequencyDefault: 10,
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isNonRefundable: true,
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allowed() {
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return tech.duplicationChance() > 0.99
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return tech.duplicationChance() > 0.7
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},
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requires: "duplication chance above 99%",
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requires: "duplication chance above 70%",
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effect() {
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tech.is111Duplicate = true;
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tech.maxDuplicationEvent()
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@@ -3522,7 +3522,7 @@ const tech = {
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},
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{
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name: "reinforcement learning",
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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>",
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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>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -6723,7 +6723,7 @@ const tech = {
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},
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{
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name: "no-cloning theorem",
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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`,
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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`,
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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@@ -6734,7 +6734,7 @@ const tech = {
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},
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requires: "cloaking, time dilation",
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effect() {
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tech.cloakDuplication = 0.4
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tech.cloakDuplication = 0.45
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powerUps.setDupChance(); //needed after adjusting duplication chance
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if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.4);
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},
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@@ -6745,7 +6745,7 @@ const tech = {
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},
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{
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name: "symbiosis",
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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>",
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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>",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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