Updating Moze Skills

This commit is contained in:
junganthonyy 2020-11-17 08:43:49 -08:00
parent 0bd7ab15bf
commit 9249165317

View file

@ -130,6 +130,20 @@ function getBehindTheIronCurtainShieldRechargeDelay(rank) {
} }
} }
// Deadlines Fuel Drain Modifier
function getDeadlinesFuelDrain(rank) {
switch (rank) {
case 1:
return 11;
case 2:
return 22;
case 3:
return 30;
default:
return 0;
}
}
/* eslint-disable quotes */ /* eslint-disable quotes */
const skills = { const skills = {
"Bottomless Mags": { "Bottomless Mags": {
@ -149,7 +163,7 @@ const skills = {
"Dakka Bear": { "Dakka Bear": {
text: "Adds a manned turret to the back of Iron Bear. While manned, Iron Bear and its rider gain increased damage.", text: "Adds a manned turret to the back of Iron Bear. While manned, Iron Bear and its rider gain increased damage.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Iron Bear Damage: +50%`, effect: (rank, level) => `Iron Bear Damage: +50%\nIron Cub Damage: +20%`,
}, },
"Matched Set": { "Matched Set": {
text: "Moze's currently equipped weapon gains a stacking bonus to Magazine Size and Decreased Heat Per Shot for every piece of equipped gear that has a matching manufacturer.", text: "Moze's currently equipped weapon gains a stacking bonus to Magazine Size and Decreased Heat Per Shot for every piece of equipped gear that has a matching manufacturer.",
@ -188,7 +202,7 @@ const skills = {
"General Winter": { "General Winter": {
text: "Minigun fires Cryo rounds which reduce Heat Gain and Fuel Drain.", text: "Minigun fires Cryo rounds which reduce Heat Gain and Fuel Drain.",
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
effect: (rank, level) => `Minigun Element: Cryo\nCryo Efficiency: +20%\nMinigun Fuel Drain: -40%`, effect: (rank, level) => `Minigun Fuel Drain: -40%\nCryo Efficiency: +20%\nMinigun Element: Cryo`,
}, },
"Rushin' Offensive": { "Rushin' Offensive": {
text: "Moze can sprint and shoot at the same time. While sprinting, Moze's weapons gain Life Steal.", text: "Moze can sprint and shoot at the same time. While sprinting, Moze's weapons gain Life Steal.",
@ -203,7 +217,7 @@ const skills = {
"Fuel Economy": { "Fuel Economy": {
text: "Reduces Salamander's Fuel Drain. Additionally, Iron Bear's Movement Speed is increased after damaging an enemy with Salamander.", text: "Reduces Salamander's Fuel Drain. Additionally, Iron Bear's Movement Speed is increased after damaging an enemy with Salamander.",
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
effect: (rank, level) => `Salamander Fuel Drain: -25%\nIron Bear Movement Speed: +25%\nMovement Speed Duration: 3 seconds`, effect: (rank, level) => `Salamander Fuel Drain: -25%\nIron Bear Movement Speed: +50%\nMovement Speed Duration: 3 seconds`,
}, },
}, },
"4": { "4": {
@ -240,9 +254,9 @@ const skills = {
effect: (rank, level) => `Gun Damage: Up to +${percent(rank, 20)}%`, effect: (rank, level) => `Gun Damage: Up to +${percent(rank, 20)}%`,
}, },
"Molten Roar": { "Molten Roar": {
text: "The Salamander burst-fires 3 projectiles with increased Fuel Drain, the first of which leaves a large Incendiary area.", text: "The Salamander burst-fires 3 projectiles with increased Damage, the first of which leaves a large Incendiary area.",
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
effect: (rank, level) => `Fuel Drain: +25%`, effect: (rank, level) => `Damage: +100%`,
}, },
}, },
"6": { "6": {
@ -271,7 +285,7 @@ const skills = {
"Deadlines": { "Deadlines": {
text: "Firing Iron Bear Weapons drains less Fuel. Killing an enemy while Iron Bear is active increases Fuel. This skill has diminishing returns.", text: "Firing Iron Bear Weapons drains less Fuel. Killing an enemy while Iron Bear is active increases Fuel. This skill has diminishing returns.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Fuel Drain: -${percent(rank, 10)}%\nFuel Returned: ${percent(rank, 2)}% of Maximum Fuel`, effect: (rank, level) => `Fuel Returned: Up to ${percent(rank, 2)}%\nFuel Drain: -${getDeadlinesFuelDrain(rank)}%`,
}, },
"Grizzled": { "Grizzled": {
text: "Kill Skill. Killing an enemy reduces Moze's remaining Action Skill Cooldown Time. This skill has diminishing returns.", text: "Kill Skill. Killing an enemy reduces Moze's remaining Action Skill Cooldown Time. This skill has diminishing returns.",
@ -298,7 +312,7 @@ const skills = {
"Stainless Steel Bear": { "Stainless Steel Bear": {
text: "Iron Bear gains additional armor, increased Maximum Fuel, and increased Damage.", text: "Iron Bear gains additional armor, increased Maximum Fuel, and increased Damage.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Iron Bear Damage: +${percent(rank, 4)}%\nIron Bear Armor: +${percent(rank, 6)}%\nMaximum Fuel: +${percent(rank, 4)}%`, effect: (rank, level) => `Maximum Fuel: +${percent(rank, 4)}%\nIron Bear Armor: +${percent(rank, 6)}%\nIron Bear Damage: +${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.",
@ -364,7 +378,7 @@ const skills = {
"Hammerdown Protocol": { "Hammerdown Protocol": {
text: "Instead of a volley of conventional rockets, the Vanquisher Rocket Pod launches a single rocket with a nuclear warhead, dealing massive Radiation Damage.", text: "Instead of a volley of conventional rockets, the Vanquisher Rocket Pod launches a single rocket with a nuclear warhead, dealing massive Radiation Damage.",
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
effect: (rank, level) => `Vanquisher Element: Raditation\nVanquisher Damage: +600%\nVanquisher Magazine Size: 1`, effect: (rank, level) => `Vanquisher Damage: +600%\nVanquisher Magazine Size: 1\nVanquisher Element: Raditation\n`,
}, },
}, },
"6": { "6": {
@ -387,29 +401,29 @@ 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) => `Team Bonus Incendiary Damage: +${percent(rank, 3)}% of dmg dealt\nHealth Removed: ${percent(rank, 1)}% of Current Health\nDuration: 5 seconds`, effect: (rank, level) => `Bonus Incendiary Damage: +${percent(rank, 3)}% of gun damage dealt\nCurrent Health Removed: ${percent(rank, 1)}\nDuration: ${rank + 5} seconds`,
}, },
"Security Bear": { "Security Bear": {
text: "Iron Bear gains a bubble shield that reduces damage taken. The shield deactivates if it sustains too much damage, reactivating after a short cooldown.", text: "Iron Bear gains a bubble shield that reduces damage taken. The shield deactivates if it sustains too much damage, reactivating after a short cooldown.\nIf Iron Cub is equipped, it gains Damage Reduction instead.",
ranks: 1, ranks: 1,
effect: (rank, level) => `60% of Iron Bear Maximum Armor added as Shields\nBubble Recharge Delay: 5 seconds`, effect: (rank, level) => `Bubble Recharge Delay: 5 seconds\n50% of Iron Bear Maximum Armor added as Shields\nIron Cub Damage Reduction: +50%`,
}, },
"Armored Infantry": { "Armored Infantry": {
text: "While Moze's shields are active, she gains Damage Resistance and increased Gun Damage.", text: "While Moze's shields are active, she gains Damage Resistance and increased Gun Damage.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Damage Resistance: +${getArmoredInfantryDamageResistance(rank)}%\nGun Damage: +${percent(rank, 3)}%`, effect: (rank, level) => `Gun Damage: +${percent(rank, 3)}%\nDamage Resistance: +${getArmoredInfantryDamageResistance(rank)}%`,
}, },
}, },
"2": { "2": {
"Hell on Rails": { "Hell on Rails": {
text: "Railgun now fires superheated rounds that deal Incendiary Damge, but have increased Fuel Drain per shot.", text: "Railgun now fires superheated rounds that deal Incendiary Damge, but have increased Fuel Drain per shot.",
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
effect: (rank, level) => `Railgun Element: Incendiary\nRailgun Fuel Drain: +8%`, effect: (rank, level) => `Railgun Fuel Drain: +8%\nRailgun Element: Incendiary`,
}, },
"Drowning in Brass": { "Drowning in Brass": {
text: "Kill Skill. Killing an enemy grants Moze a stack of Drowning in Brass. For each stack of Drowning in Brass, Moze's Fire Rate is reduced, but Gun Damage is increased for both her and her allies.", text: "Kill Skill. Killing an enemy grants Moze a stack of Drowning in Brass.\n\nFor each stack of Drowning in Brass, Moze's Fire Rate is reduced, but Gun Damage is increased for both her and her allies.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Moze Fire Rate: -${percent(rank, 0.5)}% per stack\nTeam Gun Damage: +${percent(rank, 4)}% per stack\nMaximum Stacks: 3\nDuration: 15 seconds`, effect: (rank, level) => `Gun Damage: +${percent(rank, 4)}% per stack\nMoze Fire Rate: -${percent(rank, 0.5)}% per stack\nMaximum Stacks: 3\nDuration: 15 seconds`,
}, },
"Thin Red Line": { "Thin Red Line": {
text: "A portion of Moze's health is Reserved and cannot be restored, but her Maximum Shield is increased by the same amount.", text: "A portion of Moze's health is Reserved and cannot be restored, but her Maximum Shield is increased by the same amount.",
@ -419,7 +433,7 @@ const skills = {
"Vladof Ingenuity": { "Vladof Ingenuity": {
text: "Moze's Maximum Shield and Shield Recharge Rate are increased, and she gains resistance to Shock Damage.", text: "Moze's Maximum Shield and Shield Recharge Rate are increased, and she gains resistance to Shock Damage.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Maximum Shield: +${percent(rank, 6)}%\nShield Recharge Rate: +${percent(rank, 4)}%\nShock Damage Resistance: +${getVladofIngenuityShockDamageResistance(rank)}%`, effect: (rank, level) => `Shield Recharge Rate: +${percent(rank, 4)}%Maximum Shield: +${percent(rank, 6)}%\n\nShock Damage Resistance: +${getVladofIngenuityShockDamageResistance(rank)}%`,
}, },
"Bear Fist": { "Bear Fist": {
text: "The Bear Fist is a pneumatic-driven fist that deals massive damage to a single target at close range. Element: Non-Elemental.", text: "The Bear Fist is a pneumatic-driven fist that deals massive damage to a single target at close range. Element: Non-Elemental.",
@ -431,12 +445,12 @@ const skills = {
"Capacitive Armature": { "Capacitive Armature": {
text: "When Railgun hits an enemy, it chains to nearby enemies, dealing reduced Shock Damage to more targets.", text: "When Railgun hits an enemy, it chains to nearby enemies, dealing reduced Shock Damage to more targets.",
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
effect: (rank, level) => `Splinter Damage: 70% of damage dealt`, effect: (rank, level) => `Splinter Damage: -30%`,
}, },
"Full Can of Whoop-Ass": { "Full Can of Whoop-Ass": {
text: "Entering Iron Bear causes Moze's and her allies' shields to immediately begin recharging at an increased Shield Recharge Rate.", text: "Entering Iron Bear causes Moze's and her allies' shields to immediately begin recharging at an increased Shield Recharge Rate.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Team Shield Recharge Rate: +25%`, effect: (rank, level) => `Shield Recharge Rate: +25%`,
}, },
"Experimental Munitions": { "Experimental Munitions": {
text: "Whenever Moze and Iron Bear score a Critical Hit, they deal bonus Incendiary Damage.", text: "Whenever Moze and Iron Bear score a Critical Hit, they deal bonus Incendiary Damage.",
@ -451,14 +465,14 @@ const skills = {
}, },
"4": { "4": {
"Corrosive Sabot Round": { "Corrosive Sabot Round": {
text: "Railgun now fires a specialty round that deals reduced damage and explodes after a short delay. Railgun shots have reduced Fuel Drain and the Magazine Size is increased.", text: "Railgun now fires a specialty round that deals reduced damage and explodes after a short delay.\nRailgun shots have reduced Fuel Drain and the Magazine Size is increased.",
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
effect: (rank, level) => `Railgun Element:Corrosive\nRailgun Damage: -15%\nRailgun Fuel Drain: -33%\nRailgun Magazine Size: +2`, effect: (rank, level) => `Railgun Fuel Drain: -50%\nRailgun Damage: -15%\nRailgun Magazine Size: +2\nRailgun Element:Corrosive`,
}, },
"Behind the Iron Curtain": { "Behind the Iron Curtain": {
text: "Moze's Shield Recharge Delay is reduced, and her Shield Recharge Rate is increased.", text: "Moze's Shield Recharge Delay is reduced, and her Shield Recharge Rate is increased.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Shield Recharge Delay: -${getBehindTheIronCurtainShieldRechargeDelay(rank)}%\nShield Recharge Rate: +${percent(rank, 11)}%`, effect: (rank, level) => `Shield Recharge Rate: +${percent(rank, 11)}%\nShield Recharge Delay: -${getBehindTheIronCurtainShieldRechargeDelay(rank)}%`,
}, },
"Desperate Measures": { "Desperate Measures": {
text: "Moze's Gun Damage and Iron Bear's Damage is increased depending on how low their health is. The lower their health, the greater the increase.", text: "Moze's Gun Damage and Iron Bear's Damage is increased depending on how low their health is. The lower their health, the greater the increase.",
@ -473,9 +487,9 @@ const skills = {
}, },
"5": { "5": {
"Phalanx Doctrine": { "Phalanx Doctrine": {
text: "Kill Skill. After killing an enemy, Moze gains a stack of Phalanx Doctrine. For every stack of Phalanx Doctrine, Moze's Maximum Shield and Gun Damage are increased. Each stack lasts 30 seconds. There is no stack limit.", text: "Kill Skill. After killing an enemy, Moze gains a stack of Phalanx Doctrine. For every stack of Phalanx Doctrine, Moze's Maximum Shield and Gun Damage are increased. Each stack lasts 30 seconds.\n\nThere is no stack limit.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Maximum Shield: +${percent(rank, 3)}% per stack\nGun Damage: +${percent(rank, 2)}% per stack\nDuration: 30 seconds`, effect: (rank, level) => `Gun Damage: +${percent(rank, 2)}% per stack\nMax Shields: +${percent(rank, 3)}% per stack\nDuration: 30 seconds`,
}, },
"Force Feedback": { "Force Feedback": {
text: "Whenever Moze scores a Critical Kill, her shields immediately begin recharging and she instantly regains a portion of her shield.", text: "Whenever Moze scores a Critical Kill, her shields immediately begin recharging and she instantly regains a portion of her shield.",
@ -485,14 +499,14 @@ const skills = {
"Shockhammer": { "Shockhammer": {
text: "Bear Fist is now capable of sustained rapid fire punching. Additionally, Bear Fist has reduced Fuel Drain and deals Bonus Shock Damage with each hit.", text: "Bear Fist is now capable of sustained rapid fire punching. Additionally, Bear Fist has reduced Fuel Drain and deals Bonus Shock Damage with each hit.",
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
effect: (rank, level) => `Bear Fist Bonus Shock Damage: +60% of damage dealt\nBear Fist Fuel Drain: -40%`, effect: (rank, level) => `Bonus Shock Damage: +60% of damage dealt\nFuel Drain: -40%`,
}, },
}, },
"6": { "6": {
"Tenacious Defense": { "Tenacious Defense": {
text: "Whenever Moze's shield is fully depleted, she instantly restores a portion of her shield, and her Gun Damage is increased for a short time. This skill can only trigger after Moze's shields have fully recharged.", text: "Whenever Moze's shield is fully depleted, she instantly restores a portion of her shield, and her Gun Damage is increased for a short time. This skill can only trigger after Moze's shields have fully recharged.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Shields Restored: 40% of Maximum Shield\nGun Damage: +30%\nDuration: 30 seconds`, effect: (rank, level) => `Gun Damage: +30%\nShields Restored: 40% of Maximum Shield\nDuration: 30 seconds`,
}, },
}, },
}, },