diff --git a/js/level.js b/js/level.js
index 432ff4b..24611e4 100644
--- a/js/level.js
+++ b/js/level.js
@@ -24,7 +24,7 @@ const level = {
// powerUps.research.changeRerolls(100)
// tech.tech[297].frequency = 100
// b.guns[0].ammo = 10000
- // m.setField("metamaterial cloaking") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
+ // m.setField("negative mass") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// tech.giveTech("dynamic equilibrium")
// tech.giveTech("quantum eraser");
diff --git a/js/tech.js b/js/tech.js
index 7e6583f..81a0312 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -253,7 +253,7 @@ const tech = {
if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.5 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= tech.sneakAttackDmg
if (tech.isAxion && tech.isHarmMACHO) dmg *= 2 - m.harmReduction()
if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3;
- if (tech.isLastHitDamage && m.lastHit) dmg *= 1 + 5 * m.lastHit // if (!simulation.paused) m.lastHit = 0
+ if (tech.isLastHitDamage && m.lastHit) dmg *= 1 + 10 * m.lastHit // if (!simulation.paused) m.lastHit = 0
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
@@ -6661,7 +6661,7 @@ const tech = {
},
{
name: "dynamic equilibrium",
- descriptionFunction() { return `increase damage by 5%
of your last ${tech.isEnergyHealth ? "energy" : "health"} loss` },
+ descriptionFunction() { return `increase damage by 10%
of your last ${tech.isEnergyHealth ? "energy" : "health"} loss` },
// description: `increase damage by 500%
of your last health loss`,
isFieldTech: true,
maxCount: 1,