![]() But I didn't change it for non-stealth attacks to keep things balanced. * Crit calculation is fixed to remember crit chance at the time when projectile was created (the original mod uses actual chance which may be way lower at the time it's checked). * Rogue weapons deal 25% less damage to npc in normal mode but x3 damage as stealth strike. * Also enables you to jump out of stealth with stealth strike without receiving damage during that (for short period). This is a compensation to not working agro mechanic which doesn't really do any noticeable effect in the original mod - so instead it helps you to dodge. * Upon receiving a damage while in full stealth you dodge it and become revealed. * Receiving damage from any enemy contact or projectile reveals you from full stealth. This motivates you to play without weapon spam in a rogue-ish way and enables you to use stealth strikes while fighting bosses. ![]() * Stealth regeneration doesn't depend on whether you are walking or standing so you are free to move as fast as you want and still able to do stealth strikes. Multiplier *= config.StealthStrikeMultiplier Return isStealthStrike ? multiplier * 0.4f : (multiplier * 0.7f) Įlse if (weapon.type = ModContent.ItemType())Įlse if (weapon.type = ModContent.ItemType() || weapon.type = ModContent.ItemType())Įlse if (weapon.type = ModContent.ItemType() & isStealthStrike)Įlse if (weapon.type = ModContent.ItemType() & !isStealthStrike) ![]() If (ModContent.GetInstance().RebalanceWeapons) Public static double? GetRogueWeaponDamageModifier(bool isStealthStrike, Item weapon)ĭouble multiplier = config.GlobalMultiplier * Cheat: slow motion key, locks on 30 fps. ![]() * Reduce grinding: all treasure bags drop, legendary, defiled and rare drop chances are upped to 50%. * Prints total damage dealed to dummies - usable to measure stealth strike damage. * SuperDummy has defence and DR set according to a world progression. * Full Rage on respawn with Heart of Darkness in inventory or equipment slot (even vanity). You can install/uninstall this mod in your existing playthrough. * Crit calculation uses crit chance at the time when projectile is launched, before stealth consumption.Įach feature can be enabled or disabled. * Rogue weapons damage rebalance, fixed too OP and too weak weapons. This is a compensation to not working agro mechanic which doesn't really do any noticeable effect in the original mod. * Stealth dodge: in full stealth you are invulnerable to first projectile or enemy contact (also works immediately after stealth strike). Generally this mod attempts to change your playstyle from blindly spamming attack to carefuly aim each shot. It's original stealth mechanic is useless because standing still while fighting a boss is a death. the sole purpose of every item in this list is crafting.Īny boss with 50 thousand or more health if the player has the Extractor in their inventory.ġ + 1 + 1 / 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 Crystalġ + 3 + 3 + 2 + 2 Moon Lord has been defeated.This mod focuses on improving rogue class experience in Calamity mod. This is a comprehensive list of all items that are exclusively crafting materials, i.e. AlchemistNPC adds several crafting materials to the base game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |