Update Gunner skills.js

Missed some updates from past patch notes. Also changed Iron Bear's "health" to "armor".
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chronofreak 2020-03-25 14:54:34 -05:00 committed by GitHub
parent 559ab9b641
commit 55cdf48f97
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@ -296,9 +296,9 @@ const skills = {
effect: (rank, level) => `Chance to Double Splash Radius: +${percent(rank, 3)}%`, effect: (rank, level) => `Chance to Double Splash Radius: +${percent(rank, 3)}%`,
}, },
"Stainless Steel Bear": { "Stainless Steel Bear": {
text: "Iron Bear gains additional armor and increased Maximum Fuel.", text: "Iron Bear gains additional armor, increased Maximum Fuel, and increased Damage.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Iron Bear Maximum Health: +${percent(rank, 6)}%\nMaximum Fuel: +${percent(rank, 4)}%`, effect: (rank, level) => `Iron Bear Damage: +${percent(rank, 4)}%\nIron Bear Armor: +${percent(rank, 6)}%\nMaximum Fuel: +${percent(rank, 4)}%`,
}, },
"Vanquisher Rocket Pod": { "Vanquisher Rocket Pod": {
text: "The Vanquisher Rocket Pod is a rocket launcher capable of rapid-firing volleys of unguided explosive rockets. Element: Non-Elemental.", text: "The Vanquisher Rocket Pod is a rocket launcher capable of rapid-firing volleys of unguided explosive rockets. Element: Non-Elemental.",
@ -335,9 +335,9 @@ const skills = {
effect: (rank, level) => `V-35 Reload Speed: +25%`, effect: (rank, level) => `V-35 Reload Speed: +25%`,
}, },
"Vampyr": { "Vampyr": {
text: "Whenever Moze damages an enemy with a thrown grenade, for every enemy hit, she restores a portion of her missing health. Iron Bear restores health for every enemy it deals Splash Damage to.", text: "Whenever Moze damages an enemy with a thrown grenade, for every enemy hit, she restores a portion of her missing health. Iron Bear restores armor for every enemy it deals Splash Damage to.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Moze Health Restored: ${percent(rank, 4)}% of Missing Health per enemy hit\nIron Bear Health Restored: ${percent(rank, 2)}% of Missing Health per enemy hit`, effect: (rank, level) => `Moze Health Restored: ${percent(rank, 4)}% of Missing Health per enemy hit\nIron Bear Armor Restored: ${percent(rank, 2)}% of Missing Armor per enemy hit`,
}, },
"Why Can't I Carry All These Grenades": { "Why Can't I Carry All These Grenades": {
text: "Increases Moze's grenade carrying capacity.", text: "Increases Moze's grenade carrying capacity.",
@ -387,12 +387,12 @@ const skills = {
"Selfless Vengeance": { "Selfless Vengeance": {
text: "Whenever Moze reloads, she loses a small portion of her health and grants additional Incendiary Damage to her and her allies' rounds for a few seconds.", text: "Whenever Moze reloads, she loses a small portion of her health and grants additional Incendiary Damage to her and her allies' rounds for a few seconds.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Health Removed: ${percent(rank, 1)}% of Current Health\nTeam Bonus Incendiary Damage: +${percent(rank, 3)}% of dmg dealt\nDuration: 5 seconds`, effect: (rank, level) => `Team Bonus Incendiary Damage: +${percent(rank, 3)}% of dmg dealt\nHealth Removed: ${percent(rank, 1)}% of Current Health\nDuration: 5 seconds`,
}, },
"Security Bear": { "Security Bear": {
text: "Iron Bear gains a bubble shield that reduces damage taken. The shield deactivates if it sustains too much damage, reactivating after a short cooldown.", text: "Iron Bear gains a bubble shield that reduces damage taken. The shield deactivates if it sustains too much damage, reactivating after a short cooldown.",
ranks: 1, ranks: 1,
effect: (rank, level) => `50% of Iron Bear Maximum Health added as Shields\nBubble Recharge Delay: 5 seconds`, effect: (rank, level) => `50% of Iron Bear Maximum Armor added as Shields\nBubble Recharge Delay: 5 seconds`,
}, },
"Armored Infantry": { "Armored Infantry": {
text: "While Moze's shields are active, she gains Damage Resistance and increased Gun Damage.", text: "While Moze's shields are active, she gains Damage Resistance and increased Gun Damage.",