be a bit more generous on the scale factor
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@ -808,7 +808,7 @@ int8 Entity::DetermineHit(Spawn* victim, int8 type, int8 damage_type, float ToHi
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if(is_caster_spell && lua_spell) {
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if(is_caster_spell && lua_spell) {
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if(lua_spell->spell->GetSpellData()->resistibility > 0) {
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if(lua_spell->spell->GetSpellData()->resistibility > 0) {
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float pivot = 0.6f; // Central resistibility point (we seem to have .65 - .75 for our resistability usually)
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float pivot = 0.6f; // Central resistibility point (we seem to have .65 - .75 for our resistability usually)
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float scale_factor = 2.0f; // steepness control
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float scale_factor = 1.25f; // steepness control
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// Clamps to avoid extreme values
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// Clamps to avoid extreme values
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float resistibility = std::clamp(lua_spell->spell->GetSpellData()->resistibility, 0.0f, 1.0f);
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float resistibility = std::clamp(lua_spell->spell->GetSpellData()->resistibility, 0.0f, 1.0f);
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