- squeeking should be squeaking
"How can you expect to the fight the beast if it already has control over you?"
should be:
"How can you expect to fight the beast if it already has control over you?"
"The beast is a grand dragon of immense power and comprised of the
shadows themselves. Vice, the treacherous Shadow Wyrm."
- the second sentence has no verb, it should be a continuation of the
first one
Orb of Rebirth now only spits out "not enough gems" if user is under level 100 and has less than 8 gems. It also only charges if the user is below level 100.
Makes collection quests maybe, possibly take more than a single day to complete for an average party. Doubled chances not fed through diminishingReturns: overkill.
Quick and dirty fix to Golden potions being more common than Zombie etc. Golden potions are now 2% of drops (down from 3%); Zombie and Cotton Candy potions each 2.33% of drops (up from 2%); Red, Shade, and Skeleton 3% of drops (unchanged); Base, White, and Desert 4% of drops (unchanged).
Fixes#169.
+1 drop/day per 10 PER was a bit too much. A tricked-out subscriber could keep getting drops unto 50 or so! This commit cuts the boost by more than half; should still be noticeable, but not quite so overkill at the high end.
Ups the base drop chance to an expected 15% for typical tasks, brings back diminishing returns for super bonuses, reduces effect of checklists. Should be acceptable to most people?
Tweaks the STR attribute's algorithmic effects. (1) Task "redness" no longer declines faster with high STR. (2) The 3% chance of a critical hit is multiplied by a percentage factor equal to STR. (3) The value of STR in dealing damage to bosses is increased by 25% (.5% instead of .4%).
Fixes HabitRPG/habitrpg/#2464.
Initial feedback from the drop chance overhaul was that non-minmaxed characters had their drops severely curtailed, while tricked-out Rogues with enormous streaks were still scoring drops every time. Lots of complaining ensued! This commit doubles the base chance, establishes a minimum base chance of 2%, and halves the effectiveness of the high-end offenders.
WIP. Initial draft of an overhaul to drop chance. Most important bits: (1) A modular system of percentage-based multipliers on the task-value-based initial drop chance. (2) Perception increases the daily drop cap by 1 per 10 points.
Fixes HabitRPG/habitrpg/#1922.