I implemented the native support of effect stages in both skills and upgrades. Effect stages are e.g. Damage: 11 > 14 > 25, Slowing Power: 7.5% > 15% > 22.5% > 30% or Amplify damage: 20% > 25% > 30% > 35%.
By native support, I mean that skills and/or effects can have multiple stages and they get applied to each other correctly. The four possible combinations work natively for any effect:
base effect
upgrade
result
Damage: 10
Damage: +1
Damage: 11
Damage: 10
Damage: +1 > +2 > +3 > +4
Damage: 11 > 12 > 13 > 14
Damage: 11 > 12 > 13 > 14
Damage: +1
Damage: 12 > 13 > 14 > 15
Damage: 11 > 12 > 13 > 14
Damage: +1 > +2 > +3 > +4
Damage: 12 > 14 > 16 > 18
Additionally, if the damage effect has multiple stages, the Nautsbuilder automatically calculates avg. damage if not already set.
Because of these changes, specific code for both Skølldir's Bash and Ayla's Evil Eye has been removed. Obviously, the spreadsheet has to be updated accordinly.
I implemented the native support of effect stages in both skills and upgrades. Effect stages are e.g.
Damage: 11 > 14 > 25
,Slowing Power: 7.5% > 15% > 22.5% > 30%
orAmplify damage: 20% > 25% > 30% > 35%
. By native support, I mean that skills and/or effects can have multiple stages and they get applied to each other correctly. The four possible combinations work natively for any effect:Damage: 10
Damage: +1
Damage: 11
Damage: 10
Damage: +1 > +2 > +3 > +4
Damage: 11 > 12 > 13 > 14
Damage: 11 > 12 > 13 > 14
Damage: +1
Damage: 12 > 13 > 14 > 15
Damage: 11 > 12 > 13 > 14
Damage: +1 > +2 > +3 > +4
Damage: 12 > 14 > 16 > 18
Additionally, if the
damage
effect has multiple stages, the Nautsbuilder automatically calculatesavg. damage
if not already set. Because of these changes, specific code for both Skølldir's Bash and Ayla's Evil Eye has been removed. Obviously, the spreadsheet has to be updated accordinly.