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Update Gunner skills.js
Made corrections per the 4/2/2020 patch notes.
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1 changed files with 14 additions and 14 deletions
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@ -120,11 +120,11 @@ function getVladofIngenuityShockDamageResistance(rank) {
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function getBehindTheIronCurtainShieldRechargeDelay(rank) {
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function getBehindTheIronCurtainShieldRechargeDelay(rank) {
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switch (rank) {
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switch (rank) {
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case 1:
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case 1:
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return 7;
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return 12;
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case 2:
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case 2:
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return 14;
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return 21;
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case 3:
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case 3:
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return 19;
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return 28;
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default:
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default:
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return 0;
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return 0;
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}
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}
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@ -186,9 +186,9 @@ const skills = {
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},
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},
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"3": {
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"3": {
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"General Winter": {
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"General Winter": {
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text: "Minigun fires Cryo rounds which reduce Heat Gain and Fuel Drain, but deal reduced damage.",
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text: "Minigun fires Cryo rounds which reduce Heat Gain and Fuel Drain.",
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type: SKILLS.AUGMENT_CHEVRON,
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type: SKILLS.AUGMENT_CHEVRON,
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effect: (rank, level) => `Minigun Element: Cryo\nMinigun Fuel Drain: -40%\nMinigun Damage: -30%\nMinigun Cryo Efficiency: +20%`,
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effect: (rank, level) => `Minigun Element: Cryo\nCryo Efficiency: +20%\nMinigun Fuel Drain: -40%`,
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},
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},
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"Rushin' Offensive": {
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"Rushin' Offensive": {
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text: "Moze can sprint and shoot at the same time.",
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text: "Moze can sprint and shoot at the same time.",
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@ -210,7 +210,7 @@ const skills = {
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"Exploding. Bullets.": {
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"Exploding. Bullets.": {
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text: "Minigun fires Explosive Rounds that deal increased Splash Damage, but its Fire Rate is decreased.",
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text: "Minigun fires Explosive Rounds that deal increased Splash Damage, but its Fire Rate is decreased.",
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type: SKILLS.AUGMENT_CHEVRON,
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type: SKILLS.AUGMENT_CHEVRON,
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effect: (rank, level) => `Minigun Damage: +126%\nMinigun Fire Rate: -75%`,
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effect: (rank, level) => `Minigun Damage: +232%\nMinigun Fire Rate: -75%`,
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},
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},
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"The Iron Bank": {
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"The Iron Bank": {
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text: "Increases Moze's Magazine Size.",
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text: "Increases Moze's Magazine Size.",
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@ -296,9 +296,9 @@ const skills = {
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effect: (rank, level) => `Chance to Double Splash Radius: +${percent(rank, 3)}%`,
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effect: (rank, level) => `Chance to Double Splash Radius: +${percent(rank, 3)}%`,
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},
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},
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"Stainless Steel Bear": {
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"Stainless Steel Bear": {
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text: "Iron Bear gains additional armor and increased Maximum Fuel.",
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text: "Iron Bear gains additional armor, increased Maximum Fuel, and increased Damage.",
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ranks: 5,
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ranks: 5,
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effect: (rank, level) => `Iron Bear Maximum Health: +${percent(rank, 6)}%\nMaximum Fuel: +${percent(rank, 4)}%`,
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effect: (rank, level) => `Iron Bear Damage: +${percent(rank, 4)}%\nIron Bear Armor: +${percent(rank, 6)}%\nMaximum Fuel: +${percent(rank, 4)}%`,
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},
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},
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"Vanquisher Rocket Pod": {
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"Vanquisher Rocket Pod": {
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text: "The Vanquisher Rocket Pod is a rocket launcher capable of rapid-firing volleys of unguided explosive rockets. Element: Non-Elemental.",
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text: "The Vanquisher Rocket Pod is a rocket launcher capable of rapid-firing volleys of unguided explosive rockets. Element: Non-Elemental.",
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@ -335,9 +335,9 @@ const skills = {
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effect: (rank, level) => `V-35 Reload Speed: +25%`,
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effect: (rank, level) => `V-35 Reload Speed: +25%`,
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},
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},
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"Vampyr": {
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"Vampyr": {
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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.",
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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.",
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ranks: 5,
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ranks: 5,
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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`,
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effect: (rank, level) => `Moze Health Restored: ${percent(rank, 4)}% of Missing Health per enemy hit\nIron Bear Health Restored: ${percent(rank, 2)}% of Missing Armor per enemy hit`,
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},
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},
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"Why Can't I Carry All These Grenades": {
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"Why Can't I Carry All These Grenades": {
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text: "Increases Moze's grenade carrying capacity.",
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text: "Increases Moze's grenade carrying capacity.",
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@ -387,12 +387,12 @@ const skills = {
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"Selfless Vengeance": {
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"Selfless Vengeance": {
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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.",
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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.",
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ranks: 5,
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ranks: 5,
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effect: (rank, level) => `Health Removed: ${percent(rank, 1)}% of Current Health\nTeam Bonus Incendiary Damage: +${percent(rank, 3)}% of dmg dealt\nDuration: 5 seconds`,
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effect: (rank, level) => `Team Bonus Incendiary Damage: +${percent(rank, 3)}% of dmg dealt\nHealth Removed: ${percent(rank, 1)}% of Current Health\nDuration: 5 seconds`,
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},
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},
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"Security Bear": {
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"Security Bear": {
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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.",
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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.",
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ranks: 1,
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ranks: 1,
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effect: (rank, level) => `50% of Iron Bear Maximum Health added as Shields\nBubble Recharge Delay: 5 seconds`,
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effect: (rank, level) => `60% of Iron Bear Maximum Armor added as Shields\nBubble Recharge Delay: 5 seconds`,
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},
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},
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"Armored Infantry": {
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"Armored Infantry": {
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text: "While Moze's shields are active, she gains Damage Resistance and increased Gun Damage.",
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text: "While Moze's shields are active, she gains Damage Resistance and increased Gun Damage.",
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@ -441,7 +441,7 @@ const skills = {
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"Experimental Munitions": {
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"Experimental Munitions": {
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text: "Whenever Moze and Iron Bear score a Critical Hit, they deal bonus Incendiary Damage.",
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text: "Whenever Moze and Iron Bear score a Critical Hit, they deal bonus Incendiary Damage.",
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ranks: 1,
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ranks: 1,
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effect: (rank, level) => `Bonus Incendiary Damage: +${percent(rank, 10)}% of damage dealt`,
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effect: (rank, level) => `Bonus Incendiary Damage: +${percent(rank, 15)}% of damage dealt`,
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},
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},
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"Wild Swing": {
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"Wild Swing": {
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text: "Whenever Bear Fist hits an enemy, it deals random Bonus Elemental Damage to that enemy and all enemies nearby.",
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text: "Whenever Bear Fist hits an enemy, it deals random Bonus Elemental Damage to that enemy and all enemies nearby.",
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@ -458,7 +458,7 @@ const skills = {
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"Behind the Iron Curtain": {
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"Behind the Iron Curtain": {
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text: "Moze's Shield Recharge Delay is reduced, and her Shield Recharge Rate is increased.",
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text: "Moze's Shield Recharge Delay is reduced, and her Shield Recharge Rate is increased.",
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ranks: 3,
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ranks: 3,
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effect: (rank, level) => `Shield Recharge Delay: -${getBehindTheIronCurtainShieldRechargeDelay(rank)}%\nShield Recharge Rate: +${percent(rank, 7)}%`,
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effect: (rank, level) => `Shield Recharge Delay: -${getBehindTheIronCurtainShieldRechargeDelay(rank)}%\nShield Recharge Rate: +${percent(rank, 11)}%`,
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},
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},
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"Desperate Measures": {
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"Desperate Measures": {
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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.",
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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.",
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