From 0ca73cf0a76e7580c57aa4ccd81d2c9b6480a7b4 Mon Sep 17 00:00:00 2001 From: chronofreak <59447931+chronofreak@users.noreply.github.com> Date: Fri, 3 Jan 2020 10:15:44 -0600 Subject: [PATCH] Update Siren skills Updated all skills to current values as of Patch 5, December 12, 2019. Also cleaned up some text to correct misspellings, improve term consistency, and make descriptions more clear. The community has confirmed that some skill values shown in-game are incorrect; I have changed these values to represent their true value rather than what is falsely shown in-game. Refer to https://borderlands.fandom.com/wiki/Amara/Skill_tree --- src/pages/Siren/skills.js | 338 +++++++++++++++++++++++++++++++------- 1 file changed, 275 insertions(+), 63 deletions(-) diff --git a/src/pages/Siren/skills.js b/src/pages/Siren/skills.js index 9da2812..d5032d9 100644 --- a/src/pages/Siren/skills.js +++ b/src/pages/Siren/skills.js @@ -7,13 +7,225 @@ function flat (rank, level, unit) { return Math.floor(rank * unit); } +// Arms Deal Splash Damage Reduction +function getArmsDealSplashDamageReduction(rank) { + switch (rank) { + case 1: + return 12; + case 2: + return 21; + case 3: + return 28; + case 4: + return 35; + case 5: + return 40; + default: + return 0; + } +} + +// Helping Hand(s) Damage Reduction +function getHelpingHandsDamageReduction(rank) { + switch (rank) { + case 1: + return 12; + case 2: + return 21; + case 3: + return 28; + case 4: + return 35; + case 5: + return 40; + default: + return 0; + } +} + +// Mindfulness Shield Regeneration Delay +function getMindfulnessShieldRegenerationDelay(rank) { + switch (rank) { + case 1: + return 9; + case 2: + return 17; + case 3: + return 23; + default: + return 0; + } +} + +// One With Nature Elemental Damage Reduction +function getOneWithNatureElementalDamageReduction(rank) { + switch (rank) { + case 1: + return 12; + case 2: + return 21; + case 3: + return 28; + case 4: + return 35; + case 5: + return 40; + default: + return 0; + } +} + +// Fast Hand(s) Reload Speed +function getFastHandsReloadSpeed(rank) { + switch (rank) { + case 1: + return 7; + case 2: + return 14; + case 3: + return 19; + default: + return 0; + } +} + +// Fast Hand(s) Weapon Swap Speed +function getFastHandsWeaponSwapSpeed(rank) { + switch (rank) { + case 1: + return 16; + case 2: + return 28; + case 3: + return 36; + default: + return 0; + } +} + +// Fast Hand(s) Mode Switch Speed +function getFastHandsModeSwitchSpeed(rank) { + switch (rank) { + case 1: + return 16; + case 2: + return 28; + case 3: + return 36; + default: + return 0; + } +} + +// Alacrity Reload Speed After Action Skill +function getAlacrityReloadSpeedAfterActionSkill(rank) { + switch (rank) { + case 1: + return 0.6; + case 2: + return 1.2; + case 3: + return 1.8; + case 4: + return 2.3; + case 5: + return 2.9; + default: + return 0; + } +} + +// Transcend Accuracy +function getTranscendAccuracy(rank) { + switch (rank) { + case 1: + return 17; + case 2: + return 29; + case 3: + return 38; + default: + return 0; + } +} + +// From Rest Charge Time +function getFromRestChargeTime(rank) { + switch (rank) { + case 1: + return 21; + case 2: + return 34; + case 3: + return 44; + default: + return 0; + } +} + +// Wrath Gun Damage +function getWrathGunDamage(rank) { + switch (rank) { + case 1: + return 6.7; + case 2: + return 13.3; + case 3: + return 20; + default: + return 0; + } +} + +// Wrath Gun Damage After Action Skill +function getWrathGunDamageAfterActionSkill(rank) { + switch (rank) { + case 1: + return 6.7; + case 2: + return 13.3; + case 3: + return 20; + default: + return 0; + } +} + +// Steady Hands Handling +function getSteadyHandsHandling(rank) { + switch (rank) { + case 1: + return 14; + case 2: + return 24; + case 3: + return 32; + default: + return 0; + } +} + +// Steady Hands Accuracy +function getSteadyHandsAccuracy(rank) { + switch (rank) { + case 1: + return 13; + case 2: + return 23; + case 3: + return 31; + default: + return 0; + } +} + /* eslint-disable quotes */ const skills = { "Brawl": { "0": { "Phaseslam": { text: "Amara leaps into the air and Slams the ground, dealing damage to all nearby enemies and knocking them up.", - effect: (rank, level) => `Damage ${flat(rank, level, 98)}, Cooldown: 35 Seconds`, + effect: (rank, level) => `Damage: ${flat(rank, level, 98)} (increases with character level), Cooldown: 35 Seconds`, type: SKILLS.ACTION_SKILL, ranks: 0, }, @@ -21,35 +233,35 @@ const skills = { "1": { "Root to Rise": { ranks: 5, - text: "Amara gains inceased Max Health.", - effect: (rank, level) => `Max Health +${percent(rank, 8)}%`, + text: "Amara gains inceased Maximum Health.", + effect: (rank, level) => `Maximum Health: +${percent(rank, 8)}%`, }, "Personal Space": { ranks: 3, - text: "Amara's weapon shots deal Bonus Damage based on the distance to her target. The closer the target the greater the bonus.", - effect: (rank, level) => `Bonus Damage: Up to ${percent(rank, 12)}% of damage dealt`, + text: "Amara's weapon shots deal Bonus Damage based on the distance to her target. The closer the target, the greater the bonus.", + effect: (rank, level) => `Bonus Damage: Up to +${percent(rank, 18)}% of damage dealt`, }, "Clarity": { ranks: 5, - text: "Amara constantly regenerates health. The lower her health the more powerful the regeneration. After using an Action Skill, this bonus is doubled for a few seconds.", - effect: (rank, level) => `Health Regeneration: up to +${percent(rank, 1)}% missing Health / sec, Duration: 5 seconds`, + text: "Amara constantly regenerates health. The lower her health, the more powerful the regeneration. After using an Action Skill, this bonus is doubled for a few seconds.", + effect: (rank, level) => `Health Regeneration: Up to +${percent(rank, 1)}% of Missing Health per second, Duration: 5 seconds`, }, }, "2": { "Arms Deal": { ranks: 5, - text: "Amara deals increased Splash Damage, and takes reduced Splash Damage.", - effect: (rank, level) => `Splash Damage: +${percent(rank, 4)}%, Splash Damage Reduction +${percent(rank, 12)}%`, + text: "Amara deals increased Splash Damage and takes reduced Splash Damage.", + effect: (rank, level) => `Splash Damage: +${percent(rank, 4)}%, Splash Damage Reduction +${getArmsDealSplashDamageReduction(rank)}%`, }, "Samsara": { ranks: 3, text: "Whenever Amara deals damage to an enemy with her Action Skill, she adds a stack of Samsara. For every stack of Samsara, Amara gains increased Gun Damage and Health Regeneration for a few seconds. Stacks decay after a few seconds.", - effect: (rank, level) => `Gun Damage: +${percent(rank, 1.7)}%, Health Regeneration: +${percent(rank, 1.7)}%, Max Samara Stacks: 5, Duration: 20 seconds`, + effect: (rank, level) => `Gun Damage: +${percent(rank, 1.7)}% per stack, Health Regeneration: +${percent(rank, 1.7)}% of Missing Health per second per stack, Maximum Samara Stacks: 5, Duration: 20 seconds`, }, "Helping Hand(s)": { ranks: 5, text: "For a few seconds after using her Action Skill, Amara's arms remain active and grant her Damage Reduction.", - effect: (rank, level) => `Damage Reduction: +${percent(rank, 12)}%, Duration: 15 seconds`, + effect: (rank, level) => `Damage Reduction: +${getHelpingHandsDamageReduction(rank)}%, Duration: 15 seconds`, }, "Blight Tiger": { ranks: 0, @@ -62,28 +274,28 @@ const skills = { "Fracture": { ranks: 0, text: "Amara summons a line of fists that erupt from the ground, dealing damage to enemies in front of Amara.", - effect: (rank, level) => `Damage ${flat(rank, level, 88)}, Cooldown 28 sec`, + effect: (rank, level) => `Damage: ${flat(rank, level, 88)} (increases with character level), Cooldown: 28 sec`, type: SKILLS.AUGMENT_ACTION_SKILL, }, "Mindfulness": { ranks: 3, - text: "Whenenever Amara takes damage, she gains a stack of Mindfulness. For every stack of Mindfulness, Amara gains improved Shield Regeneration Dely and Movement Speed. Stacks decay after a few seconds.", - effect: (rank, level) => `Shield Regeneration Delay: -${percent(rank, 9)}%, Movement Speed: +${percent(rank, 1.4)}%, Max Mindfulness Stacks: 25, Duration 5 seconds`, + text: "Whenenever Amara takes damage, she gains a stack of Mindfulness. For every stack of Mindfulness, Amara gains improved Shield Regeneration Delay and Movement Speed. Stacks decay after a few seconds.", + effect: (rank, level) => `Shield Regeneration Delay: -${getMindfulnessShieldRegenerationDelay(rank)}% per Mindfulness stack, Movement Speed: +${percent(rank, 1.4)}% per Mindfulness stack, Maximum Mindfulness Stacks: 25, Duration: 5 seconds`, }, "Find Your Center": { ranks: 1, text: "Amara gains increased Melee Damage. Additionally, for a few seconds after using her Action Skill, Amara gains increased Melee Range.", - effect: (rank, level) => `Melee Damage: +100%, Duration: 20 seconds, Melee Range: +75%`, + effect: (rank, level) => `Melee Damage: +100%, Melee Range: +75%, Duration: 20 seconds`, }, "Vigor": { ranks: 3, text: "Kill Skill. Killing an enemy with Amara's Action Skill grants all allies increased Movement Speed for a few seconds.", - effect: (rank, level) => `Team Movement Speed: +${percent(rank, 3.3)}%, Duration: 8 sec`, + effect: (rank, level) => `Team Movement Speed: +${percent(rank, 3.333)}%, Duration: 8 seconds`, }, "Revelation": { ranks: 0, text: "Amara's Action Skill now creates a Nova when it damages enemies, dealing damage to all nearby enemies.", - effect: (rank, level) => `Nova Damage ${flat(rank, level, 41)}, Action Skill Damage -15%`, + effect: (rank, level) => `Nova Damage: ${flat(rank, level, 41)} (increases with character level), Action Skill Damage: -15%`, type: SKILLS.AUGMENT_CHEVRON, }, }, @@ -91,13 +303,13 @@ const skills = { "Downfall": { ranks: 0, text: "Amara leaps into the air and shoots an Elemental Beam below her, followed by a Slam.", - effect: (rank, level) => `Cooldown: 47 seconds, Damage ${flat(rank, level, 95)}, Beam Damage ${flat(rank, level, 14)} / second`, + effect: (rank, level) => `Beam Damage: ${flat(rank, level, 14)} per second (increases with character level), Slam Damage: ${flat(rank, level, 95)} (increases with character level), Cooldown: 47 seconds`, type: SKILLS.AUGMENT_ACTION_SKILL, }, "One With Nature": { ranks: 5, - text: "Amara gains increased Max Health and Elemental Damage Resistance to her Action Skill Element.", - effect: (rank, level) => `Max Health: +${percent(rank, 5)}%, Elemental Damage Reduction: +${percent(rank, 12)}%`, + text: "Amara gains increased Maximum Health and Elemental Damage Resistance to her Action Skill Element.", + effect: (rank, level) => `Maximum Health: +${percent(rank, 5)}%, Elemental Damage Reduction: +${getOneWithNatureElementalDamageReduction(rank)}%`, }, }, "5": { @@ -114,20 +326,20 @@ const skills = { "Guardian Angel": { ranks: 1, text: "When Amara enters Fight For Your Life, she immediately gains a Second Wind, restores her health, and creates an Action Skill Elemental Nova that may knock back nearby enemies. This skill has a long cooldown.", - effect: (rank, level) => `Max Health Restored: 100% of Max Health, Cooldown: 120 sec`, + effect: (rank, level) => `Maximum Health Restored: 50% of Maximum Health, Cooldown: 120 seconds`, }, "Glamour": { ranks: 0, text: "Enemies damaged by Amara's Action Skill become confused and temporarily attack their allies. However, Action Skill Cooldown is increased. If Amara targets an enemy with Phasegrasp, enemies near the Grasped target are confused as well.", - effect: (rank, level) => `Confuse Duration: 8 seconds, Cooldown: +20%, Damage: -30%`, + effect: (rank, level) => `Confuse Duration: 8 seconds, Action Skill Cooldown: +20%, Action Skill Damage: -10%`, type: SKILLS.AUGMENT_CHEVRON, }, }, "6": { "Blitz": { ranks: 1, - text: "Melee Override. Press V while aiming at an enemy to make Amara dash a short distance forward and perform a special melee strike, dealing Elemental Melee Damage. If a Blitz melee attack kills an enemy, Blitz's cooldown is immediately reset.", - effect: (rank, level) => `Cooldown: 8 seconds, Melee Damage: +100%`, + text: "Melee Override. Press [Melee key] while aiming at an enemy to make Amara dash a short distance forward and perform a special melee strike, dealing Elemental Melee Damage. If a Blitz melee attack kills an enemy, Blitz's cooldown is immediately reset.", + effect: (rank, level) => `Melee Damage: +100%, Cooldown: 8 seconds`, }, }, }, @@ -135,7 +347,7 @@ const skills = { "0": { "Phasecast": { text: "Amara sends forward an Astral Projection of herself, dealing damage to everything in its path.", - effect: (rank, level) => `Damage ${flat(rank, level, 92)}, Cooldown: 28 Seconds`, + effect: (rank, level) => `Damage: ${flat(rank, level, 92)}, Cooldown: 28 Seconds`, type: SKILLS.ACTION_SKILL, ranks: 0, }, @@ -144,39 +356,39 @@ const skills = { "Do Harm": { ranks: 5, text: "Killing an enemy grants Amara a stack of Rush. Activating her Action Skill consumes all Rush stacks. For every stack of Rush consumed, Amara's Action Skill Damage is temporarily increased.", - effect: (rank, level) => ` Action Skill Damage: +${percent(rank, 0.9)}% per stack consumed, Duration 20 seconds`, + effect: (rank, level) => `Maximum Rush Stacks: 10, Action Skill Damage: +${percent(rank, 0.9)}% per Rush stack consumed, Duration: 20 seconds`, }, "Fast Hand(s)": { ranks: 3, text: "Amara's Reload Speed, Weapon Swap Speed, and Mode Switch Speed are improved.", - effect: (rank, level) => `Reload Speed: +${percent(rank, 7)}%, Weapon Swap Speed: +${percent(rank, 16)}%, Mode Switch Speed: +${percent(rank, 16)}%`, + effect: (rank, level) => `Reload Speed: +${getFastHandsReloadSpeed(rank)}%, Weapon Swap Speed: +${getFastHandsWeaponSwapSpeed(rank)}%, Mode Switch Speed: +${getFastHandsModeSwitchSpeed(rank)}%`, }, "Violent Tapestry": { ranks: 5, text: "Applying a Status Effect grants Amara a stack of Rush. For every stack of Rush consumed, Amara's Status Effect Chance is temporarily increased.", - effect: (rank, level) => `Max Rush Stacks: 10, Effect Chance: +${percent(rank, 0.6)}%, Duration: 20 sec`, + effect: (rank, level) => `Maximum Rush Stacks: 10, Status Effect Chance: +${percent(rank, 0.6)}% per Rush stack consumed, Duration: 20 seconds`, }, }, "2": { "Alacrity": { ranks: 5, text: "Amara gains increased Reload Speed for every stack of Rush. After consuming Rush stacks, this bonus is increased for a few seconds.", - effect: (rank, level) => `Reload Speed: +${percent(rank, 0.4)}% per stack, Reload Speed: (+${percent(rank, 0.6)}% after action skill use, Duration: 8 sec`, + effect: (rank, level) => `Reload Speed: +${percent(rank, 0.4)}% per Rush stack, Reload Speed: +${getAlacrityReloadSpeedAfterActionSkill(rank)}% per Rush stack consumed, Duration: 8 seconds`, }, "Transcend": { ranks: 3, text: "Amara gains increased Accuracy and Critical Hit Damage for a few seconds after activating her Action Skill.", - effect: (rank, level) => `Accuracy: +${percent(rank, 17)}%, Critical Hit Damage: +${percent(rank, 9)}%, Duration: 12 sec`, + effect: (rank, level) => `Accuracy: +${getTranscendAccuracy(rank)}%, Critical Hit Damage: +${percent(rank, 9)}%, Duration: 12 seconds`, }, "Restless": { ranks: 5, text: "Amara gains increased Action Skill Cooldown Rate.", - effect: (rank, level) => `Cooldown Rate: +${percent(rank, 5)}%`, + effect: (rank, level) => `Action Skill Cooldown Rate: +${percent(rank, 5)}%`, }, "Soul Sap": { ranks: 0, text: "A portion of all damage dealt by Amara's Action Skill is returned to her or a nearby ally as health.", - effect: (rank, level) => `Life Steal: 30% of Skill damage dealt`, + effect: (rank, level) => `Life Steal: 30% of Action Skill damage dealt`, type: SKILLS.AUGMENT_CHEVRON, }, }, @@ -184,18 +396,18 @@ const skills = { "Deliverance": { ranks: 0, text: "Amara sends forward an Astral Projection of herself, dealing damage to everything in its path. Whenever Amara's Astral Projection damages an enemy or object, it releases homing Elemental Projectiles that trigger her Action Skill Elemental Effect on enemies.", - effect: (rank, level) => `Cooldown: 28 seconds, Damage: ${flat(rank, level, 86)}, Elemental Projectiles: 3 per enemy hit`, + effect: (rank, level) => `Damage: ${flat(rank, level, 86)} (increases with character level), Elemental Projectiles: 3 per enemy or object hit, Cooldown: 28 seconds`, type: SKILLS.AUGMENT_ACTION_SKILL, }, "Ascendant": { ranks: 1, text: "All Action Skill Augments gain increased effects.", - effect: (rank, level) => `Soul Sap Lifesteal +20%, Allure Radius +100%, Glamour Duration +50%, Bright Star Damage +25%, Stillness of Mind breaks 0.75 sec after being damaged`, + effect: (rank, level) => `Soul Sap Life Steal: +20%, Allure Radius: +100%, Glamour Duration: +50%, Stillness of Mind: Breaks 0.75 seconds after being damaged, Revelation Damage: +25%`, }, "Stillness of Mind": { ranks: 0, - text: "Enemies damaged by Action Skills becomes Phaselocked until they are damaged or duration ends, but Action Skill Cooldown is increased. If an enemy is the target of Phasegrasp, nearby enemies are also Phaselocked.", - effect: (rank, level) => `Damage -35%, Max Duration 6 sec, Cooldown +15%`, + text: "Enemies damaged by Amara's Action Skill become phaselocked until they are damaged or the duration ends. However, Action Skill Cooldown is increased. If Amara targets an enemy with Phasegrasp, enemies near the Grasped target are also phaselocked.", + effect: (rank, level) => `Phaselock Duration: 6 seconds, Action Skill Damage: -25%, Action Skill Cooldown: +15%`, type: SKILLS.AUGMENT_CHEVRON, }, }, @@ -203,30 +415,30 @@ const skills = { "Reverberation": { ranks: 0, text: "Amara sends forward an Astral Projection of herself, dealing damage to everything in its path. Astra Projection deals increased damage for every enemy it hits.", - effect: (rank, level) => `Cooldown: 30 seconds, Damage Bonus: +50% per enemy hit, Damage: ${flat(rank, level, 88)}`, + effect: (rank, level) => `Damage: ${flat(rank, level, 88)} (increases with character level), Damage Bonus: +50% per enemy hit, Cooldown: 30 seconds`, type: SKILLS.AUGMENT_ACTION_SKILL, }, "From Rest": { ranks: 3, text: "Amara gains improved Fire Rate and Charge Time.", - effect: (rank, level) => `Fire Rate: +${percent(rank, 4)}%, Charge Time: +${percent(rank, 21)}%`, + effect: (rank, level) => `Fire Rate: +${percent(rank, 4)}%, Charge Time: +${getFromRestChargeTime(rank)}%`, }, "Laid Bare": { ranks: 3, text: "Enemies take increased damage from all sources for a few seconds after being damaged by Amara's Action Skill.", - effect: (rank, level) => `Damage Increase: +${percent(rank, 8.3)}%, Duration: 8 sec`, + effect: (rank, level) => `Damage Increase: +${percent(rank, 8.333)}%, Duration: 8 seconds`, }, "Wrath": { ranks: 3, text: "Amara gains increased Gun Damage. This effect is increased after she activates her action skill for a few seconds.", - effect: (rank, level) => `Gun Damage: +${percent(rank, 6.7)}%, Gun Damage: +${percent(rank, 67)}% after action skill use, Duration: 8 seconds`, + effect: (rank, level) => `Gun Damage: +${getWrathGunDamage(rank)}%, Gun Damage: +${getWrathGunDamageAfterActionSkill(rank)}% after Action Skill use, Duration: 8 seconds`, }, }, "5": { "Remnant": { ranks: 3, text: "When Amara kills an enemy with a Gun or Action Skill, she creates a homing projectile that seeks out a new enemy dealing her Action Skill Elemental Damage. Any Overkill Damage is added to the projectile's damage.", - effect: (rank, level) => `Remnant Damage ${flat(rank, level, 9)}`, + effect: (rank, level) => `Remnant Base Damage: ${flat(rank, level, 9)} (increases with character level)`, }, "Awakening": { ranks: 3, @@ -236,15 +448,15 @@ const skills = { "Tandava": { ranks: 0, text: "Amara sends forward an Astral Projection of herself. When it hits a target, it explodes, damaging all nearby enemies.", - effect: (rank, level) => `Cooldown: 35 seconds, Damage: ${flat(rank, level, 91)},`, + effect: (rank, level) => `Damage: ${flat(rank, level, 91)} (increases with character level), Cooldown: 35 seconds`, type: SKILLS.AUGMENT_ACTION_SKILL, }, }, "6": { "Avatar": { ranks: 1, - text: "Amara's Action Skill can be activated while it's cooling down. This skill may only be used once per completed cooldown. Additionally, if Amara's Action Skill kills an enemy, it refunds half of her Rush stacks.", - effect: (rank, level) => `Bonus Rush Stacks: +10`, + text: "Amara's Action Skill can be activated while it's cooling down. This skill may only be used once per completed cooldown. Additionally, increases Amara's Maximum Rush Stacks. Additionally, if Amara's Action Skill kills an enemy, it refunds half of her Rush stacks.", + effect: (rank, level) => `Maximum Rush Stacks: +10`, }, }, }, @@ -252,7 +464,7 @@ const skills = { "0": { "Phasegrasp": { text: "Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. Some enemies are immune to being Grasped and instantly take damage instead.", - effect: (rank, level) => `Skill Duration: 7 sec, Cooldown: 16 seconds, Grasp Immune Damage: ${flat(rank, level, 28)}`, + effect: (rank, level) => `Skill Duration: 7 sec, Cooldown: 16 seconds, Grasp Immune Damage: ${flat(rank, level, 28)} (increases with character level)`, type: SKILLS.ACTION_SKILL, ranks: 0, }, @@ -261,16 +473,16 @@ const skills = { "Anima": { ranks: 5, text: "Amara's Status Effects deal increased damage over time and have increased duration. Her Action Skill Status Effect deals further increased damage.", - effect: (rank, level) => `Action Skill Status Effect Damage: +${percent(rank, 8)}%, Satus Effect Damage: +${percent(rank, 4)}%, Status Effect Duration: +${percent(rank, 20)}%`, + effect: (rank, level) => `Action Skill Status Effect Damage: +${percent(rank, 8)}%, Status Effect Damage: +${percent(rank, 4)}%, Status Effect Duration: +${percent(rank, 20)}%`, }, "Steady Hands": { ranks: 3, text: "Amara gains increased Weapon Handling and Accuracy.", - effect: (rank, level) => `Handling: +${percent(rank, 14)}%, Accuracy: +${percent(rank, 13)}%`, + effect: (rank, level) => `Handling: +${getSteadyHandsHandling(rank)}%, Accuracy: +${getSteadyHandsAccuracy(rank)}%`, }, "Infusion": { ranks: 5, - text: "Convert a portion of damage dealt by Amara's weapons into Action Skill Element.", + text: "Convert a portion of damage dealt by Amara's weapons into her Action Skill Element.", effect: (rank, level) => `Converted Damage: ${percent(rank, 8)}%`, }, }, @@ -278,7 +490,7 @@ const skills = { "Tempest": { ranks: 5, text: "Amara deals increased Elemental Damage. Shock Damage is further increased.", - effect: (rank, level) => `Shock Damage: +${percent(rank, 4)}%, Elemental Damage +${percent(rank, 6)}%`, + effect: (rank, level) => `Elemental Damage: +${percent(rank, 6)}%, Shock Damage: +${percent(rank, 2)}%`, }, "Illuminated Fist": { ranks: 1, @@ -288,7 +500,7 @@ const skills = { "Wildfire": { ranks: 5, text: "Whenever Amara applies a Status Effect to an enemy, it has a chance to spread to a nearby enemy.", - effect: (rank, level) => `Spread Chance: ${percent(rank, 8)}%`, + effect: (rank, level) => `Spread Chance: +${percent(rank, 8)}%`, }, "Soulfire": { ranks: 0, @@ -300,19 +512,19 @@ const skills = { "3": { "The Eternal Fist": { ranks: 0, - text: "Amara summons a giant fist that bursts into the ground and locks targeted enemy in place. Whenvever the Grasped enemy is killed, a new fist seeks out and Grasps a new target.", - effect: (rank, level) => `Bonus Targets: Up to +4, Cooldown: 20 sec, Grasp Immune Damage: ${flat(rank, level, 28)}`, + text: "Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. Whenever the Grasped enemy is killed, a new fist seeks out and Grasps a new target.", + effect: (rank, level) => `Bonus Targets: Up to +4, Duration: 7 seconds, Cooldown: 20 seconds, Grasp Immune Damage: ${flat(rank, level, 28)} (increases with character level)`, type: SKILLS.AUGMENT_ACTION_SKILL, }, "Dread": { ranks: 1, - text: "Amara's Gun Damage is increased for a few seconds after an enemy is Grasped. Whenever any player kills a Grasped Enemy, their current weapon is instantly reloaded.", - effect: (rank, level) => `Gun Damage +15%, Duration: 8 seconds`, + text: "Amara's Gun Damage is increased for a few seconds after an enemy is Grasped. Whenever any player kills a Grasped enemy, their current weapon is instantly reloaded.", + effect: (rank, level) => `Gun Damage: +15%, Duration: 8 seconds`, }, "Allure": { ranks: 0, text: "Amara's Action Skill creates a singularity that pull in enemies.", - effect: (rank, level) => `Action Skill Damage: -20%, Duration: 2.5 sec`, + effect: (rank, level) => `Action Skill Damage: -20%, Duration: 2.5 seconds`, type: SKILLS.AUGMENT_CHEVRON, }, }, @@ -320,7 +532,7 @@ const skills = { "Indiscriminate": { ranks: 3, text: "Amara's bullets that damage enemies have a chance to ricochet and deal decreased damage to other nearby enemies. Richochet Chance and Damage are increased if target is affected by Phasegrasp or Stillness of Mind.", - effect: (rank, level) => `Ricochet Chance: ${percent(rank, 10)}%, Ricochet Damage: -${50 - rank * 10}%, Action Skill Ricochet Chance: ${percent(rank, 20)}%, Action Skill Ricochet Damage: -${25 - rank * 5}%`, // TODO check this + effect: (rank, level) => `Ricochet Chance: +${percent(rank, 10)}%, Ricochet Damage: -50%, Action Skill Ricochet Chance: +${percent(rank, 20)}%, Action Skill Ricochet Damage: -25%`, }, "Deep Well": { ranks: 1, @@ -330,20 +542,20 @@ const skills = { "Catharsis": { ranks: 3, text: "Whenever Amara riggers an elemental effect on an enemy, when that enemy that dies the enemy explodes, dealing her attuned element damage along with any other element that is currently inflicted upon that enemy. This skill has a short cooldown.", - effect: (rank, level) => `Damage: ${flat(rank, level, 4)}, Cooldown: 8 seconds`, + effect: (rank, level) => `Damage: ${flat(rank, level, 4)} (increases with character level), Cooldown: 8 seconds`, }, "Ties That Bind": { ranks: 0, text: "Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. Enemies near the Grasped target are linked, and any damage dealt to a linked target is shared between all other linked targets.", - effect: (rank, level) => `Link Damage: 35% of damage dealt, Cooldown: 18 sec, Grasp Immune Damage: ${flat(rank, level, 34)}`, + effect: (rank, level) => `Link Damage: 35% of damage dealt, Duration: 7 seconds, Cooldown: 18 seconds, Grasp Immune Damage: ${flat(rank, level, 34)} (increases with character level)`, type: SKILLS.AUGMENT_ACTION_SKILL, }, }, "5": { "Fist Over Matter": { ranks: 0, - text: "Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place. After Grasping, large fists appear and constantly smash the area, dealing damage to nearby enemies.", - effect: (rank, level) => `Cooldown 28 seconds, Damage ${flat(rank, level, 35)}, Grasp Immune Damage ${flat(rank, level, 39)}`, + text: "Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. After Grasping the targeted enemy, large fists appear and constantly smash the area, dealing damage to nearby enemies.", + effect: (rank, level) => `Damage ${flat(rank, level, 35)} (increases with character level), Duration: 7 seconds, Cooldown: 28 seconds, Grasp Immune Damage ${flat(rank, level, 39)} (increases with character level)`, type: SKILLS.AUGMENT_ACTION_SKILL, }, "Sustainment": { @@ -354,14 +566,14 @@ const skills = { "Conflux": { ranks: 5, text: "Whenever Amara applies a Status Effect to an enemy, she gains a chance to randomly Electrocute, Ignite, or Melt that enemy.", - effect: (rank, level) => `Extra Effect Chance: ${percent(rank, 7)}%`, + effect: (rank, level) => `Extra Effect Chance: +${percent(rank, 7)}%`, }, }, "6": { "Forceful Expression": { ranks: 1, - text: "Amara's guns deal Bonus Elemental Damage, based on her Action Skill Element.", - effect: (rank, level) => `Bonus Elemental Damage: 18% of Damage Dealt`, + text: "Amara's guns deal Bonus Elemental Damage based on her Action Skill Element.", + effect: (rank, level) => `Bonus Elemental Damage: +18% of damage dealt`, }, }, },