styles and detail improvements

This commit is contained in:
Joshua Seigler 2019-05-06 16:03:38 -04:00
parent 70b54dae74
commit d79fbc28b4
9 changed files with 193 additions and 146 deletions

View file

@ -11,9 +11,12 @@
justify-content: center; justify-content: center;
align-items: center; align-items: center;
color: hsla(0, 0%, 100%, 0.5); color: hsla(0, 0%, 100%, 0.5);
--saturation: 0;
--luminance: 0.5;
} }
.skill:before, .skill:after { .skill:before, .skill:after {
content: '';
position: absolute; position: absolute;
bottom: 0; bottom: 0;
right: 0; right: 0;
@ -23,39 +26,35 @@
} }
.skill:before { .skill:before {
content: '';
z-index: 2; z-index: 2;
background-image: linear-gradient(to bottom, #111, #222); background-image: linear-gradient(to bottom,
hsl(var(--themeHue),calc(100% * var(--saturation)),calc(20% * var(--luminance))),
hsl(var(--themeHue),calc(100% * var(--saturation)),calc(36% * var(--luminance)))
);
transform: scale(0.9); transform: scale(0.9);
} }
.skill:after {
z-index: 1;
background-color: hsl(var(--themeHue),calc(100% * var(--saturation)),calc(65% * var(--luminance)));
}
.enabled { .enabled {
--saturation: 0.0;
--luminance: 0.75;
color: var(--whiteText); color: var(--whiteText);
} }
.enabled:before { .usable {
background-image: linear-gradient(to bottom, #333, #555); --saturation: 0.91;
} --luminance: 1;
.usable:before {
background-image: linear-gradient(to bottom, hsl(var(--themeHue),91%,40%), hsl(var(--themeHue),91%,20%));
}
.usable:after {
z-index: 1;
content: '';
background-color: hsl(var(--themeHue),91%,70%);
}
.skill:hover:before {
background-image: linear-gradient(to bottom, hsl(51, 100%, 40%), hsl(51, 100%, 50%));
}
.skill:hover:after {
background-color: black;
} }
.skill:hover { .skill:hover {
color: black; --themeHue: 51;
--saturation: 1;
--luminance: 1.2;
color: var(--whiteText);
} }
.augment:before { .augment:before {
@ -115,10 +114,20 @@
bottom: -0.25rem; bottom: -0.25rem;
right: -0.25rem; right: -0.25rem;
z-index: 4; z-index: 4;
font-size: 0.75em; font-size: 0.6em;
background-color: #333; font-style: italic;
color: var(--whiteText); color: var(--whiteText);
padding: 0.1em; font-weight: bold;
border: 0.15em solid;
padding: 0.1em 0.3em 0.1em 0.15em;
text-align: center;
text-shadow: 0 0 0.5em black;
border-radius: 0.4em 0.2em;
background-color: hsl(var(--themeHue),calc(100% * var(--saturation)),calc(30% * var(--luminance)));
border-color: hsl(var(--themeHue),calc(100% * var(--saturation)),calc(10% * var(--luminance)));
}
.usable .ranks {
color: hsl(var(--themeHue),91%,80%);
} }
.skillTitle { .skillTitle {

View file

@ -18,7 +18,9 @@ export default function Skill ({
text = 'Long description', text = 'Long description',
ranks = 0, ranks = 0,
invested = 0, invested = 0,
effect = rank => `Rank ${rank} effect`, tier = 0,
level = 1,
effect = (rank, level) => `Rank ${rank} effect`,
type = null, type = null,
enabled = true, enabled = true,
onChange = (oldValue, newValue) => null, onChange = (oldValue, newValue) => null,
@ -62,9 +64,23 @@ export default function Skill ({
<div class={style.description}> <div class={style.description}>
<h3 class={style.skillTitle}>{name}</h3> <h3 class={style.skillTitle}>{name}</h3>
{text} {text}
{ invested > 0 &&
<div class={style.effect}> <div class={style.effect}>
{effect(Math.max(invested, 1))} Current Effect:<br />
{effect(invested, level)}
</div> </div>
}
{ type !== null &&
<div class={style.effect}>
{effect(1, level)}
</div>
}
{ type == null && invested < ranks &&
<div class={style.effect}>
Next Rank:<br />
{effect(invested, level)}
</div>
}
</div> </div>
</div> </div>
); );

View file

@ -5,6 +5,7 @@ import Nav from '@components/Nav';
import Footer from '@components/Footer'; import Footer from '@components/Footer';
import { getHash } from './hashHandler'; import { getHash } from './hashHandler';
import reducer from './reducer'; import reducer from './reducer';
import { getLevel } from './selectors';
import style from './index.css'; import style from './index.css';
function contextKiller (event) { function contextKiller (event) {

View file

@ -0,0 +1,3 @@
export function getLevel (state) {
return state.invested.reduce((total, current) => total + current, 0);
};

View file

@ -1,6 +1,7 @@
:root { :root {
--radius: 2px; --radius: 2px;
--whiteText: hsla(0,0%,100%,0.8); --whiteText: hsla(0,0%,100%,0.8);
--blackText: hsla(0,0%,0%,0.8);
--transition-duration: 300ms; --transition-duration: 300ms;
--font-header: sans-serif; --font-header: sans-serif;
--font-list: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif; --font-list: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;

View file

@ -1,5 +1,6 @@
import SKILLS from '@constants/skills'; import SKILLS from '@constants/skills';
/* eslint-disable quotes */
const skills = { const skills = {
"Tree One": { "Tree One": {
"0": { "0": {
@ -7,7 +8,7 @@ const skills = {
text: "?", text: "?",
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
effect: rank => `?`, effect: (rank, level) => `?`,
}, },
}, },
}, },
@ -16,7 +17,7 @@ const skills = {
"?": { "?": {
text: "?", text: "?",
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
effect: rank => `?`, effect: (rank, level) => `?`,
}, },
}, },
}, },
@ -25,7 +26,7 @@ const skills = {
"?": { "?": {
text: "?", text: "?",
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
effect: rank => `?`, effect: (rank, level) => `?`,
}, },
}, },
}, },

View file

@ -1,5 +1,6 @@
import SKILLS from '@constants/skills'; import SKILLS from '@constants/skills';
/* eslint-disable quotes */
const skills = { const skills = {
"Tree One": { "Tree One": {
"0": { "0": {
@ -7,7 +8,7 @@ const skills = {
text: "?", text: "?",
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
effect: rank => `?`, effect: (rank, level) => `?`,
}, },
}, },
}, },
@ -16,7 +17,7 @@ const skills = {
"?": { "?": {
text: "?", text: "?",
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
effect: rank => `?`, effect: (rank, level) => `?`,
}, },
}, },
}, },
@ -25,7 +26,7 @@ const skills = {
"?": { "?": {
text: "?", text: "?",
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
effect: rank => `?`, effect: (rank, level) => `?`,
}, },
}, },
}, },

View file

@ -1,11 +1,19 @@
import SKILLS from '@constants/skills'; import SKILLS from '@constants/skills';
function percent (rank, unit) {
return Math.round(rank * unit * 10) / 10;
}
function flat (rank, level, unit) {
return Math.round(rank * unit * (level ** 1.09));
}
/* eslint-disable quotes */
const skills = { const skills = {
"Under Cover": { "Under Cover": {
"0": { "0": {
"Barrier": { "Barrier": {
text: "Drop a deployable Barrier that blocks incoming projectiles. Zane and his allies can shooter through the Barrier, dealing increased Gun Damage. Pressing LB or RB (controller) while Barrier is active picks up and holds the Barrier, but the size and bonuses are decreased.", text: "Drop a deployable Barrier that blocks incoming projectiles. Zane and his allies can shooter through the Barrier, dealing increased Gun Damage. Pressing LB or RB (controller) while Barrier is active picks up and holds the Barrier, but the size and bonuses are decreased.",
effect: rank => `Duration - 9 sec, Cooldown - 18 sec, Damage Amp +20%`, effect: (rank, level) => `Duration 9 sec, Cooldown 18 sec, Damage Amp +20%`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
}, },
@ -14,58 +22,58 @@ const skills = {
"Adrenaline": { "Adrenaline": {
text: "Zane gains increased Action Skill Cooldown Rate. This bonus is based on the amount of shield he has. The more percent full, the greater the bonus.", text: "Zane gains increased Action Skill Cooldown Rate. This bonus is based on the amount of shield he has. The more percent full, the greater the bonus.",
ranks: 5, ranks: 5,
effect: rank => `Action Skill Cooldown Rate - Up to +${rank * 4}%`, effect: (rank, level) => `Action Skill Cooldown Rate - Up to +${percent(rank, 4)}%`,
}, },
"Hearty Stock": { "Hearty Stock": {
text: "Zane gains increased Maximum Shield Capacity.", text: "Zane gains increased Maximum Shield Capacity.",
ranks: 5, ranks: 3,
effect: rank => `Max Shield +${rank * 6}%`, effect: (rank, level) => `Max Shield +${percent(rank, 6)}%`,
}, },
"Ready for Action": { "Ready for Action": {
text: "Zane gains improved Shield Recharge Rate and Shield Recharge Delay.", text: "Zane gains improved Shield Recharge Rate and Shield Recharge Delay.",
ranks: 5, ranks: 5,
effect: rank => `Shield Recharge Rate +${rank * 6}%, Shield Recharge Delay -${rank * 8}%`, effect: (rank, level) => `Shield Recharge Rate +${percent(rank, 6)}%, Shield Recharge Delay -${percent(rank, 8)}%`,
}, },
}, },
"2": { "2": {
"Charged Relay": { "Charged Relay": {
text: "Whenever Zane or an ally touches the Barrier, they gain increased Movement Speed and Fire Rate for a few seconds.", text: "Whenever Zane or an ally touches the Barrier, they gain increased Movement Speed and Fire Rate for a few seconds.",
ranks: 0, ranks: 0,
effect: rank => `Fire Rate +13%, Movement Speed +11%, Duration 8 sec after moving away from barrier`, effect: (rank, level) => `Fire Rate +13%, Movement Speed +11%, Duration 8 sec after moving away from barrier`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Brainfreeze": { "Brainfreeze": {
text: "Whenever Zane scores a Critical Hit on an enemy, there's a chance they will be Slowed.", text: "Whenever Zane scores a Critical Hit on an enemy, there's a chance they will be Slowed.",
ranks: 5, ranks: 5,
effect: rank => `Slow Chance ${rank * 2.5}%`, effect: (rank, level) => `Slow Chance ${percent(rank, 2.5)}%`,
}, },
"Stiff Upper Lip": { "Stiff Upper Lip": {
text: "Whenever Zane is damaged, he gains Damage Resistance against that damage type.", text: "Whenever Zane is damaged, he gains Damage Resistance against that damage type.",
ranks: 3, ranks: 3,
effect: rank => `Damage Resistance +${rank * 5}%`, effect: (rank, level) => `Damage Resistance +${percent(rank, 5)}%`,
}, },
"Rise to the Occasion": { "Rise to the Occasion": {
text: "Zane gains Health Regeneration. The lower his shield is, the higher the bonus. While Zane's shields are full, he does not receive any health regeneration.", text: "Zane gains Health Regeneration. The lower his shield is, the higher the bonus. While Zane's shields are full, he does not receive any health regeneration.",
ranks: 5, ranks: 5,
effect: rank => `Health Regeneration up to +${rank * 1}% of Max Health`, effect: (rank, level) => `Health Regeneration up to +${percent(rank, 1)}% of Max Health`,
}, },
}, },
"3": { "3": {
"Nanites or Some Shite": { "Nanites or Some Shite": {
text: "Zane and his allies gain Health Regeneration, increased Reload Speed, and greatly improved Shield Recharge Delay while near his Barrier. The lower their health, the more health is regenerated.", text: "Zane and his allies gain Health Regeneration, increased Reload Speed, and greatly improved Shield Recharge Delay while near his Barrier. The lower their health, the more health is regenerated.",
ranks: 0, ranks: 0,
effect: rank => `Health Regeneration up to 4% of Max Health, Shield Recharge Delay -33%, Reload Speed +11%`, effect: (rank, level) => `Health Regeneration up to 4% of Max Health, Shield Recharge Delay -33%, Reload Speed +11%`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Confident Competence": { "Confident Competence": {
text: "While Zane's shields are active, he gains increased Gun Damage and Accuracy. This bonus is based on the amount of shields he has. The more percent full, the greater the bonus.", text: "While Zane's shields are active, he gains increased Gun Damage and Accuracy. This bonus is based on the amount of shields he has. The more percent full, the greater the bonus.",
ranks: 1, ranks: 1,
effect: rank => `Gun Damage up to +10%, Accuracy up to +22%`, effect: (rank, level) => `Gun Damage up to +10%, Accuracy up to +22%`,
}, },
"All-rounder": { "All-rounder": {
text: "Zane's Barrier becomes a dome, covering all sides.", text: "Zane's Barrier becomes a dome, covering all sides.",
ranks: 0, ranks: 0,
effect: rank => `Barrier cooldown +20%`, effect: (rank, level) => `Barrier cooldown +20%`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -73,28 +81,28 @@ const skills = {
"Redistribution": { "Redistribution": {
text: "Zane and allies near the Barrier gain increased Gun Damage for a few seconds after the Barrier takes damage.", text: "Zane and allies near the Barrier gain increased Gun Damage for a few seconds after the Barrier takes damage.",
ranks: 0, ranks: 0,
effect: rank => `Gun Damage +9%, Duration 3 sec`, effect: (rank, level) => `Gun Damage +9%, Duration 3 sec`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Really Expensive Jacket": { "Really Expensive Jacket": {
text: "Elemental damage over time effects applied to Zane have reduced duration.", text: "Elemental damage over time effects applied to Zane have reduced duration.",
ranks: 1, ranks: 1,
effect: rank => `Elemental Effect Duration -50%`, effect: (rank, level) => `Elemental Effect Duration -50%`,
}, },
"Best Served Cold": { "Best Served Cold": {
text: "Whenever Zane kills an enemy, they create a Cryo Nova, dealing damage to all nearby enemies. This skill has a short cooldown.", text: "Whenever Zane kills an enemy, they create a Cryo Nova, dealing damage to all nearby enemies. This skill has a short cooldown.",
ranks: 5, ranks: 5,
effect: rank => `Damage ${rank * 3}, Cooldown 3 sec`, // TODO level scaling effect: (rank, level) => `Damage ${flat(rank, level, 3)}, Cooldown 3 sec`,
}, },
"Futility Belt": { "Futility Belt": {
text: "Zane gains resistance to non-elemental damage. Kill Skill - All elemental damage Zane takes is converted to non-elemental damage.", text: "Zane gains resistance to non-elemental damage. Kill Skill - All elemental damage Zane takes is converted to non-elemental damage.",
ranks: 1, ranks: 1,
effect: rank => `Damage Reduction +22%, Duration 8 sec`, effect: (rank, level) => `Damage Reduction +22%, Duration 8 sec`,
}, },
"Deterrence Field": { "Deterrence Field": {
text: "Enemies that touch the Barrier take Shock Damage and are staggered.", text: "Enemies that touch the Barrier take Shock Damage and are staggered.",
ranks: 0, ranks: 0,
effect: rank => `Shock Damage 18`, // TODO level scaling? effect: (rank, level) => `Shock Damage ${flat(1, level, 18)}`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -102,17 +110,17 @@ const skills = {
"Refreshment": { "Refreshment": {
text: "Whenever Zane damages a frozen enemy with his weapon, he gains some of that damage back as health.", text: "Whenever Zane damages a frozen enemy with his weapon, he gains some of that damage back as health.",
ranks: 3, ranks: 3,
effect: rank => `Life Steal ${rank * 8}% of damage dealt`, effect: (rank, level) => `Life Steal ${percent(rank, 8)}% of damage dealt`,
}, },
"Calm, Cool, Collected": { "Calm, Cool, Collected": {
text: "Whenever Zane Freezes an enemy, his shield instantly begins recharging. If Zane's shields are already full, he regenerates health for a few seconds. If Zane's health is already full, his Action Skill Cooldowns and Durations are immediately reset.", text: "Whenever Zane Freezes an enemy, his shield instantly begins recharging. If Zane's shields are already full, he regenerates health for a few seconds. If Zane's health is already full, his Action Skill Cooldowns and Durations are immediately reset.",
ranks: 1, ranks: 1,
effect: rank => `Health Regeneration up to 4% max health, Regeneration Duration 3 sec`, effect: (rank, level) => `Health Regeneration up to 4% max health, Regeneration Duration 3 sec`,
}, },
"Nerves of Steel": { "Nerves of Steel": {
text: "Zane gains increasing Accuracy and Handling. The longer his shield is full, the greater the bonus.", text: "Zane gains increasing Accuracy and Handling. The longer his shield is full, the greater the bonus.",
ranks: 3, ranks: 3,
effect: rank => `Accuracy +${rank * 2}% per sec, Handling +${rank * 2.5}% per sec, 99 Max Stacks`, effect: (rank, level) => `Accuracy +${percent(rank, 2)}% per sec, Handling +${percent(rank, 2.5)}% per sec, 99 Max Stacks`,
}, },
}, },
"6": { "6": {
@ -126,7 +134,7 @@ const skills = {
"0": { "0": {
"SNTNL": { "SNTNL": {
text: "Send into battle an automated SNTL drone that continually flies through the environment and attacks enemies with its Machine Guns. Pressing LB or RB (controller) while SNTNL is active causes it to attack the enemy under Zane's crosshairs, if any.", text: "Send into battle an automated SNTL drone that continually flies through the environment and attacks enemies with its Machine Guns. Pressing LB or RB (controller) while SNTNL is active causes it to attack the enemy under Zane's crosshairs, if any.",
effect: rank => `Machine Gun Damage - 10, Duration - 24 sec, Cooldown - 36 sec`, effect: (rank, level) => `Machine Gun Damage: ${flat(rank, level, 10)}, Duration: 24 sec, Cooldown: 36 sec`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
} }
@ -135,17 +143,17 @@ const skills = {
"Violent Speed": { "Violent Speed": {
text: "After killing an enemy, Zane gains increased Movement Speed for a few seconds.", text: "After killing an enemy, Zane gains increased Movement Speed for a few seconds.",
ranks: 5, ranks: 5,
effect: rank => `Movement Speed +${rank * 4}%, Duration 8 sec`, effect: (rank, level) => `Movement Speed +${percent(rank, 4)}%, Duration 8 sec`,
}, },
"Cold Bore": { "Cold Bore": {
text: "Zane gains increased Weapon Swap Speed. The next shot fired after swapping weapons deals Bonus Cryo Damage.", text: "Zane gains increased Weapon Swap Speed. The next shot fired after swapping weapons deals Bonus Cryo Damage.",
ranks: 5, ranks: 5,
effect: rank => `Weapon Swap Speed +${rank * 15}%, Bonus Cryo Damage ${rank * 6}%`, effect: (rank, level) => `Weapon Swap Speed +${percent(rank, 15)}%, Bonus Cryo Damage ${percent(rank, 6)}%`,
}, },
"Violent Momentum": { "Violent Momentum": {
text: "Zane's Gun Damage is increased while moving. The quicker he moves, the greater the Gun Damage bonus.", text: "Zane's Gun Damage is increased while moving. The quicker he moves, the greater the Gun Damage bonus.",
ranks: 5, ranks: 5,
effect: rank => `Gun Damage +${rank * 6}% at regular walk speed`, effect: (rank, level) => `Gun Damage +${percent(rank, 6)}% at regular walk speed`,
}, },
}, },
"2": { "2": {
@ -157,24 +165,24 @@ const skills = {
"Cool Hand": { "Cool Hand": {
text: "Zane gains increased Reload Speed. After killing an enemy, Zane's Reload Speed is increased for a few seconds.", text: "Zane gains increased Reload Speed. After killing an enemy, Zane's Reload Speed is increased for a few seconds.",
ranks: 5, ranks: 5,
effect: rank => `Reload Speed +${rank * 2}% (+${rank * 3}% after kill), Duration 8 sec `, effect: (rank, level) => `Reload Speed +${percent(rank, 2)}% (+${percent(rank, 3)}% after kill), Duration 8 sec `,
}, },
"Drone Delivery": { "Drone Delivery": {
text: "SNTRY will occasionally drop a free grenade based on your current grenade mod while attacking enemies.", text: "SNTRY will occasionally drop a free grenade based on your current grenade mod while attacking enemies.",
ranks: 1, ranks: 1,
effect: rank => `Cooldown 15 sec`, effect: (rank, level) => `Cooldown 15 sec`,
}, },
"Salvation": { "Salvation": {
text: "After killing an enemy, Zane's weapons gain Life Steal for a few seconds.", text: "After killing an enemy, Zane's weapons gain Life Steal for a few seconds.",
ranks: 5, ranks: 5,
effect: rank => `Life Steal ${rank * 4}% of damage, Duration 8 sec`, effect: (rank, level) => `Life Steal ${percent(rank, 4)}% of damage, Duration 8 sec`,
}, },
}, },
"3": { "3": {
"Bad Dose": { "Bad Dose": {
text: "SNTNL occasionally shoots out a beam of Radiation that weakens enemies and buffs Zane.", text: "SNTNL occasionally shoots out a beam of Radiation that weakens enemies and buffs Zane.",
ranks: 0, ranks: 0,
effect: rank => `Fire Rate +3% per enemy, Movement Speed +6% per enemy, Damage 2, Duration 12 sec, Cooldown 8 sec`, effect: (rank, level) => `Fire Rate +3% per enemy, Movement Speed +6% per enemy, Damage 2, Duration 12 sec, Cooldown 8 sec`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Seein' Red": { "Seein' Red": {
@ -184,7 +192,7 @@ const skills = {
"Static Field": { "Static Field": {
text: "SNTNL emits a static field that sends a Shock beam to nearby enemies, draining their shields and replenishing Zane's.", text: "SNTNL emits a static field that sends a Shock beam to nearby enemies, draining their shields and replenishing Zane's.",
ranks: 0, ranks: 0,
effect: rank => `Shield Damage 2 per sec, Cooldown 2 sec`, effect: (rank, level) => `Shield Damage 2 per sec, Cooldown 2 sec`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -192,23 +200,23 @@ const skills = {
"Boomsday": { "Boomsday": {
text: "SNTNL adds a rocket pod to its primary weapons, allowing it to shoot rockets as well as machine guns.", text: "SNTNL adds a rocket pod to its primary weapons, allowing it to shoot rockets as well as machine guns.",
ranks: 0, ranks: 0,
effect: rank => `Rocket Damage 50`, effect: (rank, level) => `Rocket Damage 50`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Violent Violence": { "Violent Violence": {
text: "After killing an enemy, Zane gains increased Fire Rate for a few seconds.", text: "After killing an enemy, Zane gains increased Fire Rate for a few seconds.",
ranks: 5, ranks: 5,
effect: rank => `Fire Rate +${rank * 4}%, Cooldown 8 sec`, effect: (rank, level) => `Fire Rate +${percent(rank, 4)}%, Cooldown 8 sec`,
}, },
"Playing Dirty": { "Playing Dirty": {
text: "After killing an enemy, Zane's next five shots all have a chance to fire an additional projectile.", text: "After killing an enemy, Zane's next five shots all have a chance to fire an additional projectile.",
ranks: 5, ranks: 5,
effect: rank => `Extra Shot Chance ${rank * 10}%`, effect: (rank, level) => `Extra Shot Chance ${percent(rank, 10)}%`,
}, },
"Almighty Ordnance": { "Almighty Ordnance": {
text: "Hold down LB or RB (controller) while SNTNL is deployed to paint a target area. SNTNL fires a missile barrage at that area, and if an enemy is killed, Almighty Ordnance's duration is reset. This can only be used once per Action Skill use.", text: "Hold down LB or RB (controller) while SNTNL is deployed to paint a target area. SNTNL fires a missile barrage at that area, and if an enemy is killed, Almighty Ordnance's duration is reset. This can only be used once per Action Skill use.",
ranks: 0, ranks: 0,
effect: rank => `Missile Damage 25, 5 Missiles per Barrage`, effect: (rank, level) => `Missile Damage 25, 5 Missiles per Barrage`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -216,14 +224,14 @@ const skills = {
"Good Misfortune": { "Good Misfortune": {
text: "Killing an enemy increases Zane's Action Skill Duration. This skill has diminishing returns.", text: "Killing an enemy increases Zane's Action Skill Duration. This skill has diminishing returns.",
ranks: 3, ranks: 3,
effect: rank => `Kill skill, initial action skill bonus duration +${rank * 5}%`, effect: (rank, level) => `Kill skill, initial action skill bonus duration +${percent(rank, 5)}%`,
}, },
}, },
"6": { "6": {
"Death Follows Close": { "Death Follows Close": {
text: "All of Zane's kill skills gain increased effect and duration.", text: "All of Zane's kill skills gain increased effect and duration.",
ranks: 1, ranks: 1,
effect: rank => `Kill Skill Effect +40%, Kill Skill Duration +4 sec`, effect: (rank, level) => `Kill Skill Effect +40%, Kill Skill Duration +4 sec`,
}, },
} }
}, },
@ -231,7 +239,7 @@ const skills = {
"0": { "0": {
"Digi-Clone": { "Digi-Clone": {
text: "Spawn a Digi-Clone of Zane. The clone stays in place, but distracts and fires at enemies. Pressing LB or RB (controller) while the Clone is active causes Zane and the Clone to swap places.", text: "Spawn a Digi-Clone of Zane. The clone stays in place, but distracts and fires at enemies. Pressing LB or RB (controller) while the Clone is active causes Zane and the Clone to swap places.",
effect: rank => `Duration - 18 seconds, Cooldown - 26 sec`, effect: (rank, level) => `Duration - 18 seconds, Cooldown - 26 sec`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
}, },
@ -240,47 +248,47 @@ const skills = {
"Synchronicity": { "Synchronicity": {
text: "Whenever one or more of Zane's action skills are active, he gains increased Gun Damage for each active action skill.", text: "Whenever one or more of Zane's action skills are active, he gains increased Gun Damage for each active action skill.",
ranks: 5, ranks: 5,
effect: rank => `Gun Damage +${rank * 2}% per active action skill`, effect: (rank, level) => `Gun Damage +${percent(rank, 2)}% per active action skill`,
}, },
"Praemunitus": { "Praemunitus": {
text: "Zane and his Dig-Clone gain increased Magazine Size.", text: "Zane and his Dig-Clone gain increased Magazine Size.",
ranks: 3, ranks: 3,
effect: rank => `Magazine Size +${rank * 4}%`, effect: (rank, level) => `Magazine Size +${percent(rank, 4)}%`,
}, },
"Borrowed Time": { "Borrowed Time": {
text: "Zane gains increased Action Skill Duration for every active action skill.", text: "Zane gains increased Action Skill Duration for every active action skill.",
ranks: 5, ranks: 5,
effect: rank => `Action Skill Duration +${rank * 4}% per active action skill`, effect: (rank, level) => `Action Skill Duration +${percent(rank, 4)}% per active action skill`,
}, },
}, },
"2": { "2": {
"Binary System": { "Binary System": {
text: "Whenever Zane swaps places with his Clone, a Cryo Nova is triggered around Zane and his Clone.", text: "Whenever Zane swaps places with his Clone, a Cryo Nova is triggered around Zane and his Clone.",
ranks: 0, ranks: 0,
effect: rank => `Nova Damage 66`, // TODO scale with level? effect: (rank, level) => `Nova Damage ${flat(rank, level, 66)}`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Donnybrook": { "Donnybrook": {
text: "Whenever Zane kills an enemy ,he and his Digi-Clone receive increased Gun Damage and gain Health Regeneration for a few seconds.", text: "Whenever Zane kills an enemy ,he and his Digi-Clone receive increased Gun Damage and gain Health Regeneration for a few seconds.",
ranks: 5, ranks: 5,
effect: rank => `Gun Damage +${rank * 2}%, Health Regen ${rank * 0.5}% of missing health, Duration 8 sec`, effect: (rank, level) => `Gun Damage +${percent(rank, 2)}%, Health Regen ${percent(rank, 0.5)}% of missing health, Duration 8 sec`,
}, },
"Fractal Frags": { "Fractal Frags": {
text: "The Digi-Clone throws a copy of Zane's current grenade mod when it is first activated. If the Digi-Clone is killed, it drops a free grenade. Killing an enemy while the Digi-Clone is active gives the Clone a chance to throw a grenade.", text: "The Digi-Clone throws a copy of Zane's current grenade mod when it is first activated. If the Digi-Clone is killed, it drops a free grenade. Killing an enemy while the Digi-Clone is active gives the Clone a chance to throw a grenade.",
ranks: 1, ranks: 1,
effect: rank => `Grenade Chance 30%`, effect: (rank, level) => `Grenade Chance 30%`,
}, },
"Duct Tape Mod": { "Duct Tape Mod": {
text: "The first shot fired from Zane's gun has a chance to also fire a grenade. The more grenades in his capacity, the higher the chance.", text: "The first shot fired from Zane's gun has a chance to also fire a grenade. The more grenades in his capacity, the higher the chance.",
ranks: 5, ranks: 5,
effect: rank => `Grenade Chance up to ${rank * 5}%`, effect: (rank, level) => `Grenade Chance up to ${percent(rank, 5)}%`,
}, },
}, },
"3": { "3": {
"Schadenfreude": { "Schadenfreude": {
text: "Whenever the Clone takes damage, Zane's shield is restored by a portion of that damage.", text: "Whenever the Clone takes damage, Zane's shield is restored by a portion of that damage.",
ranks: 0, ranks: 0,
effect: rank => `Shields Restored +11% of damage`, effect: (rank, level) => `Shields Restored +11% of damage`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Quick Breather": { "Quick Breather": {
@ -290,7 +298,7 @@ const skills = {
"Which One's Real?": { "Which One's Real?": {
text: "Enemies are more likely to target the Clone for a few seconds after it's summoned and after swapping places.", text: "Enemies are more likely to target the Clone for a few seconds after it's summoned and after swapping places.",
ranks: 0, ranks: 0,
effect: rank => `Duration 6 sec`, effect: (rank, level) => `Duration 6 sec`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -298,13 +306,13 @@ const skills = {
"Dopplebanger": { "Dopplebanger": {
text: "Hold down LB or RB (controller) to end the action skill early. When Zane's Action Skill is ended, the Clone explodes, dealing Fire Damage to all nearby enemies. The more Action Skill time remaining, the greater the damage.", text: "Hold down LB or RB (controller) to end the action skill early. When Zane's Action Skill is ended, the Clone explodes, dealing Fire Damage to all nearby enemies. The more Action Skill time remaining, the greater the damage.",
ranks: 0, ranks: 0,
effect: rank => `Damage Up to 1,326`, // TODO scale with level? effect: (rank, level) => `Damage Up to ${flat(rank, level, 1326)}`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Pocket Full of Grenades": { "Pocket Full of Grenades": {
text: "After killing an enemy, Zane gains Grenade Regeneration for a few seconds.", text: "After killing an enemy, Zane gains Grenade Regeneration for a few seconds.",
ranks: 3, ranks: 3,
effect: rank => `Grenade Regeneration ${rank * 5}%, Duration 8 sec`, effect: (rank, level) => `Grenade Regeneration ${percent(rank, 5)}%, Duration 8 sec`,
}, },
"Old-U": { "Old-U": {
text: "Press LB or RB (controller) during Fight for Your Life if Digi-Clone is active to destroy the clone and immediately gain a Second Wind with full health.", text: "Press LB or RB (controller) during Fight for Your Life if Digi-Clone is active to destroy the clone and immediately gain a Second Wind with full health.",
@ -313,12 +321,12 @@ const skills = {
"Supersonic Man": { "Supersonic Man": {
text: "Whenever one or more of Zane's Action Skills are active, he gains increased Movement Speed for each active Action Skill.", text: "Whenever one or more of Zane's Action Skills are active, he gains increased Movement Speed for each active Action Skill.",
ranks: 3, ranks: 3,
effect: rank => `Movement Speed +${rank * 4}% per active action skill`, effect: (rank, level) => `Movement Speed +${percent(rank, 4)}% per active action skill`,
}, },
"Digital Distribution": { "Digital Distribution": {
text: "If Zane takes health damage while the Clone is active, a portion of that damage is shared to his Clone instead.", text: "If Zane takes health damage while the Clone is active, a portion of that damage is shared to his Clone instead.",
ranks: 0, ranks: 0,
effect: rank => `Shared Health Damage +75%`, effect: (rank, level) => `Shared Health Damage +75%`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -326,24 +334,24 @@ const skills = {
"Like a Ghost": { "Like a Ghost": {
text: "Zane and his Digi-Clone gain a chance to ignore bullets. This chance is increased for a few seconds after activating an action skill. This effect stacks.", text: "Zane and his Digi-Clone gain a chance to ignore bullets. This chance is increased for a few seconds after activating an action skill. This effect stacks.",
ranks: 3, ranks: 3,
effect: rank => `Ignore Bullet Chance ${rank * 4}%, Additional Ignore Bullet Chance +${rank * 1}%, Duration 8 sec`, effect: (rank, level) => `Ignore Bullet Chance ${percent(rank, 4)}%, Additional Ignore Bullet Chance +${percent(rank, 1)}%, Duration 8 sec`,
}, },
"Boom. Enhance.": { "Boom. Enhance.": {
text: "Whenever Zane summons his Digi-Clone, it consumes up to 3 grenades. For every grenade consumed, the Digi-Clone gains increased Gun Damage, Max Health, Fire Rate, and Reload Speed.", text: "Whenever Zane summons his Digi-Clone, it consumes up to 3 grenades. For every grenade consumed, the Digi-Clone gains increased Gun Damage, Max Health, Fire Rate, and Reload Speed.",
ranks: 1, ranks: 1,
effect: rank => `Gun Damage +11% per grenade, Max Health +17% per grenade, Fire Rate +17% per grenade, Reload Speed +12% per grenade`, effect: (rank, level) => `Gun Damage +11% per grenade, Max Health +17% per grenade, Fire Rate +17% per grenade, Reload Speed +12% per grenade`,
}, },
"Trick of the Light": { "Trick of the Light": {
text: "Zane deals Bonus Shock Damage to enemies that aren't targeting him.", text: "Zane deals Bonus Shock Damage to enemies that aren't targeting him.",
ranks: 3, ranks: 3,
effect: rank => `Bonus Damage ${rank * 6}% of damage dealt`, effect: (rank, level) => `Bonus Damage ${percent(rank, 6)}% of damage dealt`,
}, },
}, },
"6": { "6": {
"Double Barrel": { "Double Barrel": {
text: "The Clone is equipped with a copy of Zane's Current Weapon when activated. Swapping places with the Clone causes Zane and his clone to gain increased Gun Damage.", text: "The Clone is equipped with a copy of Zane's Current Weapon when activated. Swapping places with the Clone causes Zane and his clone to gain increased Gun Damage.",
ranks: 1, ranks: 1,
effect: rank => `Gun Damage +10%, Item Duping +100%`, effect: (rank, level) => `Gun Damage +10%, Item Duping +100%`,
}, },
}, },
}, },

View file

@ -1,12 +1,19 @@
import SKILLS from '@constants/skills'; import SKILLS from '@constants/skills';
function percent (rank, unit) {
return Math.round(rank * unit * 10) / 10;
}
function flat (rank, level, unit) {
return Math.round(rank * unit * (level ** 1.09));
}
/* eslint-disable quotes */ /* eslint-disable quotes */
const skills = { const skills = {
"Brawl": { "Brawl": {
"0": { "0": {
"Phaseslam": { "Phaseslam": {
text: "Amara leaps into the air and Slams the ground, dealing damage to all nearby enemies and knocking them up.", text: "Amara leaps into the air and Slams the ground, dealing damage to all nearby enemies and knocking them up.",
effect: rank => `Damage - 141, Cooldown: 26 Seconds`, // TODO damage scaling by level effect: (rank, level) => `Damage ${flat(rank, level, 141)}, Cooldown: 26 Seconds`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
}, },
@ -15,39 +22,39 @@ const skills = {
"One With Nature": { "One With Nature": {
ranks: 5, ranks: 5,
text: "Gain Max Health and Elemental Damage Resistance to your Action Skill Element.", text: "Gain Max Health and Elemental Damage Resistance to your Action Skill Element.",
effect: rank => `Max Health +${rank * 5}%, Elemental Damage Reduction +${rank * 12}%`, effect: (rank, level) => `Max Health +${percent(rank, 5)}%, Elemental Damage Reduction +${percent(rank, 12)}%`,
}, },
"Personal Space": { "Personal Space": {
ranks: 3, ranks: 3,
text: "Shots deal Bonus Damage based on distance to target - dealing more damage when close.", text: "Shots deal Bonus Damage based on distance to target - dealing more damage when close.",
effect: rank => `Up to ${rank * 11}% bonus damage`, effect: (rank, level) => `Up to ${percent(rank, 11)}% bonus damage`,
}, },
"Clarity": { "Clarity": {
ranks: 5, ranks: 5,
text: "Constantly regenerate health, increasing regeneration the lower your health is. Bonus is doubled after using an Action Skill.", text: "Constantly regenerate health, increasing regeneration the lower your health is. Bonus is doubled after using an Action Skill.",
effect: rank => `Health Regen up to +${rank * 1}% per second, Duration: 5 seconds`, effect: (rank, level) => `Health Regen up to +${percent(rank, 1)}% per second, Duration: 5 seconds`,
}, },
}, },
"2": { "2": {
"Arms Deal": { "Arms Deal": {
ranks: 5, ranks: 5,
text: "Deal increased Splash Damage, and take Reduced Splash Damage.", text: "Deal increased Splash Damage, and take Reduced Splash Damage.",
effect: rank => `Splash Damage +${rank * 3}%, Splash Damage Reduction +${rank * 3}%`, effect: (rank, level) => `Splash Damage +${percent(rank, 3)}%, Splash Damage Reduction +${percent(rank, 3)}%`,
}, },
"Root to Rise": { "Root to Rise": {
ranks: 5, ranks: 5,
text: "Gain increased Max Health", text: "Gain increased Max Health",
effect: rank => `Max Health +${rank * 5}%`, effect: (rank, level) => `Max Health +${percent(rank, 5)}%`,
}, },
"Helping Hand(s)": { "Helping Hand(s)": {
ranks: 5, ranks: 5,
text: "After using Action Skill, Amara's arms remain active and grant Damage Reduction.", text: "After using Action Skill, Amara's arms remain active and grant Damage Reduction.",
effect: rank => `Damage Reduction +${rank * 4}%, Duration 8 sec`, effect: (rank, level) => `Damage Reduction +${percent(rank, 4)}%, Duration 8 sec`,
}, },
"Blight Tiger": { "Blight Tiger": {
ranks: 0, ranks: 0,
text: "Converts Amara's Action Skill to Corrosive Damage. This does not take effect until after Amara uses her Action Skill.", text: "Converts Amara's Action Skill to Corrosive Damage. This does not take effect until after Amara uses her Action Skill.",
effect: rank => ``, effect: (rank, level) => ``,
type: SKILLS.AUGMENT_DIAMOND, type: SKILLS.AUGMENT_DIAMOND,
}, },
}, },
@ -55,28 +62,28 @@ const skills = {
"Fracture": { "Fracture": {
ranks: 0, ranks: 0,
text: "Amara summons a Handful of Fists that erupt from the ground, dealing damage in front of Amara.", text: "Amara summons a Handful of Fists that erupt from the ground, dealing damage in front of Amara.",
effect: rank => `Damage 124, Cooldown 26 sec`, effect: (rank, level) => `Damage 124, Cooldown 26 sec`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
}, },
"Mindfulness": { "Mindfulness": {
ranks: 3, ranks: 3,
text: "When taking damage, gain a Stack of Mindfulness. For every Stack, gain improved Shield Regeneration Delay and Movement Speed. Stacks decay quickly.", text: "When taking damage, gain a Stack of Mindfulness. For every Stack, gain improved Shield Regeneration Delay and Movement Speed. Stacks decay quickly.",
effect: rank => `Movement Speed +${rank * 1.4}%, Shield Regeneration Delay -${rank * 2.5}%, 25 Max Mindfulness Stacks, Duration 5 sec`, effect: (rank, level) => `Movement Speed +${percent(rank, 1.4)}%, Shield Regeneration Delay -${percent(rank, 2.5)}%, 25 Max Mindfulness Stacks, Duration 5 sec`,
}, },
"Find Your Center": { "Find Your Center": {
ranks: 1, ranks: 1,
text: "Gain increased Melee Damage. After using Action Skill, gain increased Melee Range.", text: "Gain increased Melee Damage. After using Action Skill, gain increased Melee Range.",
effect: rank => `Melee Damage +22%, Melee Range +50%, Duration 8 sec`, effect: (rank, level) => `Melee Damage +22%, Melee Range +50%, Duration 8 sec`,
}, },
"Vigor": { "Vigor": {
ranks: 3, ranks: 3,
text: "Killing an enemy with an Action Skill grants all allies increased Movement Speed, and can be stacked.", text: "Killing an enemy with an Action Skill grants all allies increased Movement Speed, and can be stacked.",
effect: rank => `Team Movement Speed +${rank * 2}%, Duration 8 sec`, effect: (rank, level) => `Team Movement Speed +${percent(rank, 2)}%, Duration 8 sec`,
}, },
"Revelation": { "Revelation": {
ranks: 0, ranks: 0,
text: "Amara's Action Skill now creates a Nova when it damages enemies, dealing damage to all nearby enemies.", text: "Amara's Action Skill now creates a Nova when it damages enemies, dealing damage to all nearby enemies.",
effect: rank => `Nova Damage 41, Action Skill Damage -15%`, effect: (rank, level) => `Nova Damage 41, Action Skill Damage -15%`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -84,35 +91,35 @@ const skills = {
"Downfall": { "Downfall": {
ranks: 0, ranks: 0,
text: "Amara leaps into the air and shoots an Elemental Beam below her, followed by a Slam.", text: "Amara leaps into the air and shoots an Elemental Beam below her, followed by a Slam.",
effect: rank => `Damage 141, Beam Damage 21 per sec, Cooldown 36 sec`, effect: (rank, level) => `Damage 141, Beam Damage 21 per sec, Cooldown 36 sec`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
}, },
"Samsara": { "Samsara": {
ranks: 3, ranks: 3,
text: "When dealing damage to an enemy with Action Skills, adds a Stack of Samsara. Every stack gains increased Gun Damage and Health Regeneration. Stacks decay quickly.", text: "When dealing damage to an enemy with Action Skills, adds a Stack of Samsara. Every stack gains increased Gun Damage and Health Regeneration. Stacks decay quickly.",
effect: rank => `Gun Damage +${rank * 2}% per enemy, Health Regen +${rank * 1}% of Max Health per stack, 25 Max Samsara Stacks, Duration 8 sec`, effect: (rank, level) => `Gun Damage +${percent(rank, 2)}% per enemy, Health Regen +${percent(rank, 1)}% of Max Health per stack, 25 Max Samsara Stacks, Duration 8 sec`,
}, },
}, },
"5": { "5": {
"Do Unto Others": { "Do Unto Others": {
ranks: 1, ranks: 1,
text: "Upon taking damage, automatically throw an Energy Orb back at enemy, dealing Action Skill Elemental Damage.", text: "Upon taking damage, automatically throw an Energy Orb back at enemy, dealing Action Skill Elemental Damage.",
effect: rank => `Projectile Damage 17, Cooldown 8 sec`, effect: (rank, level) => `Projectile Damage 17, Cooldown 8 sec`,
}, },
"Jab Cross": { "Jab Cross": {
ranks: 5, ranks: 5,
text: "When dealing melee damage to an enemy, gain increased Action Skill Damage and increased Weapon Damage.", text: "When dealing melee damage to an enemy, gain increased Action Skill Damage and increased Weapon Damage.",
effect: rank => `Weapon Damage +${rank * 10}%, Action Skill Damage +${rank * 11}%, Duration 20 sec`, effect: (rank, level) => `Weapon Damage +${percent(rank, 10)}%, Action Skill Damage +${percent(rank, 11)}%, Duration 20 sec`,
}, },
"Guardian Angel": { "Guardian Angel": {
ranks: 1, ranks: 1,
text: "Upon entering Fight For Your Life, gain immediate Second Wind that restores health, and creates an Action Skill Elemental Nova that knocks back enemies.", text: "Upon entering Fight For Your Life, gain immediate Second Wind that restores health, and creates an Action Skill Elemental Nova that knocks back enemies.",
effect: rank => `Max Health Restored 100% of Max Health, Cooldown 60 sec`, effect: (rank, level) => `Max Health Restored 100% of Max Health, Cooldown 60 sec`,
}, },
"Glamour": { "Glamour": {
ranks: 0, ranks: 0,
text: "Enemies damaged by Amara's Action Skill become confused and attack their allies, but Action Skill Cooldown is increased. If enemies are target of Phasegrasp, nearby enemies become confused.", text: "Enemies damaged by Amara's Action Skill become confused and attack their allies, but Action Skill Cooldown is increased. If enemies are target of Phasegrasp, nearby enemies become confused.",
effect: rank => `Damage -60%, Confuse Duration 6 sec, Cooldown +20%`, effect: (rank, level) => `Damage -60%, Confuse Duration 6 sec, Cooldown +20%`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -120,7 +127,7 @@ const skills = {
"Blitz": { "Blitz": {
ranks: 1, ranks: 1,
text: "Press in on Right Stick for Melee Override, dashing a short distance forward to perform a special melee strike dealing Elemental Melee Damage. Cooldown instantly resets if enemy is killed by Blitz.", text: "Press in on Right Stick for Melee Override, dashing a short distance forward to perform a special melee strike dealing Elemental Melee Damage. Cooldown instantly resets if enemy is killed by Blitz.",
effect: rank => `Cooldown 10 sec`, effect: (rank, level) => `Cooldown 10 sec`,
}, },
}, },
}, },
@ -128,7 +135,7 @@ const skills = {
"0": { "0": {
"Phasecast": { "Phasecast": {
text: "Phasecast - Amara sends forward an Astral Projection of herself, dealing damage to everything in its path.", text: "Phasecast - Amara sends forward an Astral Projection of herself, dealing damage to everything in its path.",
effect: rank => `Damage - 133, Cooldown: 22 Seconds`, // TODO damage scaling by level effect: (rank, level) => `Damage ${flat(rank, level, 133)}, Cooldown: 22 Seconds`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
}, },
@ -137,39 +144,39 @@ const skills = {
"Do Harm": { "Do Harm": {
ranks: 5, ranks: 5,
text: "Grants Rush stacks after killing an enemy, which are consumed when using an Action Skill. Action Skill Damage is increased per stack of Rush consumed.", text: "Grants Rush stacks after killing an enemy, which are consumed when using an Action Skill. Action Skill Damage is increased per stack of Rush consumed.",
effect: rank => `Action Skill Damage +${rank * 0.6}% per stack, 10 Max Rush Stacks, Duration 20 sec`, effect: (rank, level) => `Action Skill Damage +${percent(rank, 0.6)}% per stack, 10 Max Rush Stacks, Duration 20 sec`,
}, },
"Fast Hands": { "Fast Hands": {
ranks: 3, ranks: 3,
text: "Reload Speed, Weapon Swap Speed, and Mode Switch Speed are improved.", text: "Reload Speed, Weapon Swap Speed, and Mode Switch Speed are improved.",
effect: rank => `Reload Speed +${rank * 4}%, Weapon Swap Speed +${rank * 22}%, Mode Switch Speed +${rank * 21}%`, effect: (rank, level) => `Reload Speed +${percent(rank, 4)}%, Weapon Swap Speed +${percent(rank, 22)}%, Mode Switch Speed +${percent(rank, 21)}%`,
}, },
"Violent Tapestry": { "Violent Tapestry": {
ranks: 5, ranks: 5,
text: "Applying Elemental Effects grant Rush Stacks. For every stack of Rush consumed from an Action Skill, Elemental Effect Chance is increased.", text: "Applying Elemental Effects grant Rush Stacks. For every stack of Rush consumed from an Action Skill, Elemental Effect Chance is increased.",
effect: rank => `Effect Chance +${rank * 0.6}%, 10 Max Rush Stacks, Duration 20 sec`, effect: (rank, level) => `Effect Chance +${percent(rank, 0.6)}%, 10 Max Rush Stacks, Duration 20 sec`,
}, },
}, },
"2": { "2": {
"Alacrity": { "Alacrity": {
ranks: 5, ranks: 5,
text: "Gain increased Reload Speed for every stack of Rush. For every stack of Rush consumed from an Action Skill, this bonus is increased.", text: "Gain increased Reload Speed for every stack of Rush. For every stack of Rush consumed from an Action Skill, this bonus is increased.",
effect: rank => `Reload Speed +${rank * 0.4}% per stack (+${rank * 0.6}% after action skill), Duration 8 sec`, effect: (rank, level) => `Reload Speed +${percent(rank, 0.4)}% per stack (+${percent(rank, 0.6)}% after action skill), Duration 8 sec`,
}, },
"Transcend": { "Transcend": {
ranks: 3, ranks: 3,
text: "Gain increased Accuracy and Critical Hit Bonus after activating an Action Skill.", text: "Gain increased Accuracy and Critical Hit Bonus after activating an Action Skill.",
effect: rank => `Accuracy +${rank * 11}%, Critical Hit Bonus +${rank * 9}%, Duration 8 sec`, effect: (rank, level) => `Accuracy +${percent(rank, 11)}%, Critical Hit Bonus +${percent(rank, 9)}%, Duration 8 sec`,
}, },
"Restless": { "Restless": {
ranks: 5, ranks: 5,
text: "Gain increased Action Skill Cooldown Rate.", text: "Gain increased Action Skill Cooldown Rate.",
effect: rank => `Cooldown Rate +${rank * 4}%`, effect: (rank, level) => `Cooldown Rate +${percent(rank, 4)}%`,
}, },
"Soul Sap": { "Soul Sap": {
ranks: 0, ranks: 0,
text: "A portion of all damage dealt by Action Skills is returned to her or nearby allies as Health.", text: "A portion of all damage dealt by Action Skills is returned to her or nearby allies as Health.",
effect: rank => `Life Steal +30% of Skill damage dealt`, effect: (rank, level) => `Life Steal +30% of Skill damage dealt`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -177,18 +184,18 @@ const skills = {
"Reverberation": { "Reverberation": {
ranks: 0, ranks: 0,
text: "Amara sends forward an Astral Projection of herself that damages everything in its path. Deals increased damage for every enemy hit.", text: "Amara sends forward an Astral Projection of herself that damages everything in its path. Deals increased damage for every enemy hit.",
effect: rank => `Damage 116, Damage Bonus +50% per enemy hit, Cooldown 24 sec`, effect: (rank, level) => `Damage 116, Damage Bonus +50% per enemy hit, Cooldown 24 sec`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
}, },
"Ascendant": { "Ascendant": {
ranks: 1, ranks: 1,
text: "All Action Skill Augments gain increased effects.", text: "All Action Skill Augments gain increased effects.",
effect: rank => `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 Lifesteal +20%, Allure Radius +100%, Glamour Duration +50%, Bright Star Damage +25%, Stillness of Mind breaks 0.75 sec after being damaged`,
}, },
"Stillness of Mind": { "Stillness of Mind": {
ranks: 0, 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.", 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 => `Damage -35%, Max Duration 6 sec, Cooldown +15%`, effect: (rank, level) => `Damage -35%, Max Duration 6 sec, Cooldown +15%`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -196,40 +203,40 @@ const skills = {
"Deliverance": { "Deliverance": {
ranks: 0, ranks: 0,
text: "Amara sends forward an Astral Projection of herself that deals damage to everything in its path. Upon hitting enemies, it releases homing Elemental Projectiles that trigger Action Skill Elemental Effect on enemies.", text: "Amara sends forward an Astral Projection of herself that deals damage to everything in its path. Upon hitting enemies, it releases homing Elemental Projectiles that trigger Action Skill Elemental Effect on enemies.",
effect: rank => `Damage 124, Elemental Projectiles 3 per enemy hit, Cooldown 24 sec`, effect: (rank, level) => `Damage 124, Elemental Projectiles 3 per enemy hit, Cooldown 24 sec`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
}, },
"From Rest": { "From Rest": {
ranks: 3, ranks: 3,
text: "Gain improved Fire Rate and Charge Time.", text: "Gain improved Fire Rate and Charge Time.",
effect: rank => `Fire Rate +${rank * 4}%, Charge Time +${rank * 26}%`, effect: (rank, level) => `Fire Rate +${percent(rank, 4)}%, Charge Time +${percent(rank, 26)}%`,
}, },
"Laid Bare": { "Laid Bare": {
ranks: 3, ranks: 3,
text: "Enemies take increased damage from all sources after being damaged by your Action Skill.", text: "Enemies take increased damage from all sources after being damaged by your Action Skill.",
effect: rank => `Damage increase +${rank * 5}%, Duration 8 sec`, effect: (rank, level) => `Damage increase +${percent(rank, 5)}%, Duration 8 sec`,
}, },
"Wrath": { "Wrath": {
ranks: 3, ranks: 3,
text: "Gain increased Gun Damage. Effect is increased after activating Action Skill", text: "Gain increased Gun Damage. Effect is increased after activating Action Skill",
effect: rank => `Gun Damage +${rank * 3}% (+${rank * 5}% after Action Skill Use), Duration 8 sec`, effect: (rank, level) => `Gun Damage +${percent(rank, 3)}% (+${percent(rank, 5)}% after Action Skill Use), Duration 8 sec`,
}, },
}, },
"5": { "5": {
"Remnant": { "Remnant": {
ranks: 3, ranks: 3,
text: "Creates a Homing Projectile after killing an enemy with a Gun or Action Skill, and deals Action Skill Elemental Damage plus Overkill Damage.", text: "Creates a Homing Projectile after killing an enemy with a Gun or Action Skill, and deals Action Skill Elemental Damage plus Overkill Damage.",
effect: rank => `Remnant Damage ${rank * 33}`, // TODO level scaling? effect: (rank, level) => `Remnant Damage ${flat(rank, level, 33)}`,
}, },
"Awakening": { "Awakening": {
ranks: 3, ranks: 3,
text: "Rush stacks gain increased effectiveness.", text: "Rush stacks gain increased effectiveness.",
effect: rank => `Rush Stack Effectiveness +${rank * 10}%`, effect: (rank, level) => `Rush Stack Effectiveness +${percent(rank, 10)}%`,
}, },
"Tandava": { "Tandava": {
ranks: 0, ranks: 0,
text: "Amara sends forward an Astral Projection of herself that explodes when it hits a target, damaging all nearby enemies.", text: "Amara sends forward an Astral Projection of herself that explodes when it hits a target, damaging all nearby enemies.",
effect: rank => `Damage: 166, Cooldown 28 sec`, effect: (rank, level) => `Damage: 166, Cooldown 28 sec`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
}, },
}, },
@ -237,7 +244,7 @@ const skills = {
"Avatar": { "Avatar": {
ranks: 1, ranks: 1,
text: "Action Skills can be activated while cooling down. Can only be used once per completed cooldown. Increases Max Rush Stacks", text: "Action Skills can be activated while cooling down. Can only be used once per completed cooldown. Increases Max Rush Stacks",
effect: rank => `Bonus Rush Stacks +10`, effect: (rank, level) => `Bonus Rush Stacks +10`,
}, },
}, },
}, },
@ -245,7 +252,7 @@ const skills = {
"0": { "0": {
"Phasegrasp": { "Phasegrasp": {
text: "Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. Enemies immune to being grasped take instant damage instead.", text: "Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. Enemies immune to being grasped take instant damage instead.",
effect: rank => `Skill Duration - 7 sec, Cooldown - 13 sec, Grasp Immune Damage - 40`, // TODO damage scaling by level effect: (rank, level) => `Skill Duration 7 sec, Cooldown 13 sec, Grasp Immune Damage ${flat(rank, level, 40)}`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
}, },
@ -254,34 +261,34 @@ const skills = {
"Anima": { "Anima": {
ranks: 5, ranks: 5,
text: "Elemental Effects deal increased damage over time and increase duration. Action Skill Elemental Effects deal increased damage.", text: "Elemental Effects deal increased damage over time and increase duration. Action Skill Elemental Effects deal increased damage.",
effect: rank => `Elemental Effect Damage +${rank * 2}%, Elemental Effect Duration +${rank * 10}%, Action Skill Elemental Effect Damage +${rank * 6}%`, effect: (rank, level) => `Elemental Effect Damage +${percent(rank, 2)}%, Elemental Effect Duration +${percent(rank, 10)}%, Action Skill Elemental Effect Damage +${percent(rank, 6)}%`,
}, },
"Steady Hands": { "Steady Hands": {
ranks: 3, ranks: 3,
text: "Gain increased Weapon Handling and Accuracy.", text: "Gain increased Weapon Handling and Accuracy.",
effect: rank => `Handling +${rank * 12}%, Accuracy +${rank * 10}%`, effect: (rank, level) => `Handling +${percent(rank, 12)}%, Accuracy +${percent(rank, 10)}%`,
}, },
"Infusion": { "Infusion": {
ranks: 5, ranks: 5,
text: "Convert a portion of damage dealt by weapons into Action Skill Element.", text: "Convert a portion of damage dealt by weapons into Action Skill Element.",
effect: rank => `Converted Damage ${rank * 4}%`, effect: (rank, level) => `Converted Damage ${percent(rank, 4)}%`,
}, },
}, },
"2": { "2": {
"Tempest": { "Tempest": {
ranks: 5, ranks: 5,
text: "Deal increased Elemental Damage. Shock Damage is further increased.", text: "Deal increased Elemental Damage. Shock Damage is further increased.",
effect: rank => `Shock Damage +${rank * 8}%, Elemental Damage +${rank * 4}%`, effect: (rank, level) => `Shock Damage +${percent(rank, 8)}%, Elemental Damage +${percent(rank, 4)}%`,
}, },
"Illuminated Fist": { "Illuminated Fist": {
ranks: 1, ranks: 1,
text: "Gain increased Melee Damage, and Melee Damage is converted to Action Skill Element.", text: "Gain increased Melee Damage, and Melee Damage is converted to Action Skill Element.",
effect: rank => `Melee Damage +28%`, effect: (rank, level) => `Melee Damage +28%`,
}, },
"Wildfire": { "Wildfire": {
ranks: 5, ranks: 5,
text: "Whenever Elemental Effects are applies to an enemy, increases chance to spread to a nearby enemy.", text: "Whenever Elemental Effects are applies to an enemy, increases chance to spread to a nearby enemy.",
effect: rank => `Spread Chance ${rank * 8}%`, effect: (rank, level) => `Spread Chance ${percent(rank, 8)}%`,
}, },
"Soulfire": { "Soulfire": {
ranks: 0, ranks: 0,
@ -293,18 +300,18 @@ const skills = {
"The Eternal Fist": { "The Eternal Fist": {
ranks: 0, ranks: 0,
text: "Amara summons a giant fist that bursts into the ground and locks targeted enemy in place. If Grasped enemy is killed, up to 3 new targets can be Grasped as well.", text: "Amara summons a giant fist that bursts into the ground and locks targeted enemy in place. If Grasped enemy is killed, up to 3 new targets can be Grasped as well.",
effect: rank => `Bonus Targets up to +4, Cooldown 23 sec, Grasp Immune Damage 66`, effect: (rank, level) => `Bonus Targets up to +4, Cooldown 23 sec, Grasp Immune Damage 66`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
}, },
"Dread": { "Dread": {
ranks: 1, ranks: 1,
text: "Gun Damage is increased after an enemy is Grasped. If a Grasped Enemy is killed, current weapon is instantly reloaded.", text: "Gun Damage is increased after an enemy is Grasped. If a Grasped Enemy is killed, current weapon is instantly reloaded.",
effect: rank => `Weapon Damage +10%, Duration 8 sec`, effect: (rank, level) => `Weapon Damage +10%, Duration 8 sec`,
}, },
"Allure": { "Allure": {
ranks: 0, ranks: 0,
text: "Amara's Action Skill creates singularities that pull in enemies.", text: "Amara's Action Skill creates singularities that pull in enemies.",
effect: rank => `Action Skill Damage -25%, Duration 2.5 sec`, effect: (rank, level) => `Action Skill Damage -25%, Duration 2.5 sec`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -312,22 +319,22 @@ const skills = {
"Indiscriminate": { "Indiscriminate": {
ranks: 3, ranks: 3,
text: "Bullets that damage enemies have a chance to ricochet and deal decreased damage to nearby enemies. Chance and Damage are increased if target is affected by Phasegrasp or Stillness of Mind.", text: "Bullets that damage enemies have a chance to ricochet and deal decreased damage to nearby enemies. Chance and Damage are increased if target is affected by Phasegrasp or Stillness of Mind.",
effect: rank => `Ricochet Chance ${rank * 10}%, Ricochet Damage -${60 - rank * 10}%, Action Skill Ricochet Chance ${rank * 20}%, Action Skill Ricochet Damage -${30 - rank * 5}%`, // TODO check this effect: (rank, level) => `Ricochet Chance ${percent(rank, 10)}%, Ricochet Damage -${60 - rank * 10}%, Action Skill Ricochet Chance ${percent(rank, 20)}%, Action Skill Ricochet Damage -${30 - rank * 5}%`, // TODO check this
}, },
"Deep Well": { "Deep Well": {
ranks: 1, ranks: 1,
text: "Gain increased Magazine Size with elemental weapons.", text: "Gain increased Magazine Size with elemental weapons.",
effect: rank => `Magazine Size +20%`, effect: (rank, level) => `Magazine Size +20%`,
}, },
"Catharsis": { "Catharsis": {
ranks: 3, ranks: 3,
text: "When Elemental Effect is applied on an enemy that dies, enemy explodes an deals attuned element damage along with any other inflicted elements.", text: "When Elemental Effect is applied on an enemy that dies, enemy explodes and deals attuned element damage along with any other inflicted elements.",
effect: rank => `Damage ${rank * 13}, Cooldown 8 sec`, // TODO level scaling effect: (rank, level) => `Damage ${flat(rank, level, 13)}, Cooldown 8 sec`,
}, },
"Ties That Bind": { "Ties That Bind": {
ranks: 0, ranks: 0,
text: "Amara summons a giant fist that bursts from the ground and locks targeted enemy in place. Enemies near Grasped target are linked, and any damage dealt to a linked target is shared between all links.", text: "Amara summons a giant fist that bursts from the ground and locks targeted enemy in place. Enemies near Grasped target are linked, and any damage dealt to a linked target is shared between all links.",
effect: rank => `Link Damage 35% of damage dealt, Cooldown 17 sec, Grasp Immune Damage 80`, effect: (rank, level) => `Link Damage 35% of damage dealt, Cooldown 17 sec, Grasp Immune Damage 80`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
}, },
}, },
@ -335,25 +342,25 @@ const skills = {
"Fist Over Matter": { "Fist Over Matter": {
ranks: 0, ranks: 0,
text: "Amara summons a giant fist that bursts from the ground and locks targeted enemy in place. After Grasping, large fists appear to smash the area, dealing damage to nearby enemies.", text: "Amara summons a giant fist that bursts from the ground and locks targeted enemy in place. After Grasping, large fists appear to smash the area, dealing damage to nearby enemies.",
effect: rank => `Damage 21, Cooldown 31 sec, Grasp Immune Damage 93`, effect: (rank, level) => `Damage 21, Cooldown 31 sec, Grasp Immune Damage 93`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
}, },
"Sustainment": { "Sustainment": {
ranks: 5, ranks: 5,
text: "Gain Life Steal whenever Elemental Damage is dealt with weapon.", text: "Gain Life Steal whenever Elemental Damage is dealt with weapon.",
effect: rank => `Life Steal +${rank * 4}%`, effect: (rank, level) => `Life Steal +${percent(rank, 4)}%`,
}, },
"Conflux": { "Conflux": {
ranks: 5, ranks: 5,
text: "When Elemental Effect is applied on an enemy, gain chance to randomly Electrocute, Burn, or Melt that enemy.", text: "When Elemental Effect is applied on an enemy, gain chance to randomly Electrocute, Burn, or Melt that enemy.",
effect: rank => `Extra Effect Chance ${rank * 7}%`, effect: (rank, level) => `Extra Effect Chance ${percent(rank, 7)}%`,
}, },
}, },
"6": { "6": {
"Forceful Expression": { "Forceful Expression": {
ranks: 1, ranks: 1,
text: "Guns deal Bonus Elemental Damage based on Action Skill Element", text: "Guns deal Bonus Elemental Damage based on Action Skill Element",
effect: rank => `Bonus Elemental Damage 11% of damage dealt`, effect: (rank, level) => `Bonus Elemental Damage 11% of damage dealt`,
}, },
}, },
}, },