SeroRonin-Jhin icon

Jhin

Adds Jhin, a high damage-low attackspeed survivor. Based on the champion of the same name in League of Legends

CHANGELOG

Delete your config files!

Every time there is an update to configurable numbers, you need to delete your config files so that the game can generate a new one with the right default values and sliders. If there are no new config changes, you do not need to worry about this.

1.2.2

This update includes some wording fixes and some fixes targeted towards the ult, which accidentally had inverted scaling making it LESS strong as the target lost health

Curtain Call

  • [Bugfix] Fixed Curtain Call's execute scaling
  • [Bugfix] Changed Curatin Call's execute description from 300% per 1% of target's missing health to up to 300% based on the target's missing health (damage unchanged, I just typed it incorrectly, the actual ratio is 3:1)
  • [QoL] Added new code that should fix the projectile skipping over enemies

I had accidentally forget to invert a fraction calculation, so the ult was doing max damage on the first shot and less as enemy lost health, which is the opposite of the intended effect. That should be fixed with this update.

Additionally, I added a new component to the missile that checks between the last known position and the current one for any enemies inbetween. This should fix edge-cases where the missile would pass enemies, most notably golems. This is a rather experimental component so please let me know if it has any unintended effects or bugs.

1.2.1

General

  • [Incompatibilty] Syngergies mod causes Ult to rapidly explode after impact

Deadly Flourish

  • [Bugfix] Fixed marks not re-applying to targets that have been rooted

1.2.0

Jhin had unintended damage output because I forgot to account for a bunch of scaling values, like from the executes. As well as that, his passive scaled poorly, so I've increased the scaling on his passive and reduced the damage on his skills. This nerfs Jhin's base effectiveness, but makes it so that he scales MUCH better with attack speed items, increasing his late game effectiveness. The skills may be a bit too high in damage thanks to the new passive scaling, but that will be adjusted in a future update if need be.

Every Moment Matters

  • [Addition] Added config options for passive damage and movespeed scaling
  • [Buff] Changed Attack-Speed-to-Damage scaling from 0.25 to 0.6
  • [Adjustment] Changed buff icon to temporary generic speedboost icon

His passive scaling was very weak, requiring nearly 400% bonus attack speed just to double his damage. This change should increase the effectiveness of Attack Speed items and synergies drastically. The icon was changed as it was originally using the sprite meant for Deadly Flourish's root mark debuff.

Whisper

  • [Addition] Added config option for auto-reload time
  • [Nerf] Whisper's damage from 8 to 6

A simple tuning to balancing out the passive scaling change

Dancing Grenade

  • [Nerf] Changed damage from 6 to 4.44
  • [Nerf] Changed bounce-kill damage from 0.35 to 0.3
  • [Buff] Can now bounce onto targets it has already hit, prioritizing new targets
  • [QoL] Now ignores already dead targets when finding a new target to bounce to

This change should hopefully make bouncing grenade more useful when used against groups of 2-3 monsters. I'd eventually like to make the grenade bounce on the same target multiple times if no other enemies are nearby, but with how the projectile type works makes this a little difficult, and I would probably need to make some entirely new movement code for this specific case

Deadly Flourish

  • [Addition] New Keyword: Captivating. Adds Mark-to-Root mechanic, with configs for mark and root duration
  • [Addition] Now multiplies the duration of the speed buff by 2 when triggered via Deadly Flourish (configurable)
  • [Nerf] Changed cooldown from 4 to 5
  • [Buff] Changed damage from 5 to 8
  • [QoL] Now ignores world geometry

Deadly Flourish was a bit lacking as a utility, so I implemted it's mark-root mechanic. Attacking enemies applies a mark for 4 seconds. Hitting a marked enemy with Deadly Flourish will consume the mark, rooting the enemy in place for 2 seconds. Additionally, the beam now ignores world geometry, so it no longer gets caught on slight hills or tight corners.

Curtain Call

  • [Nerf] Changed Curtain Call's damage from 16 to 9

This ult is just too strong, even with the cooldown nerf. Toning it down a bit more to bring it's potential damage in line with Railgunner's special

To give you a sense of the adjustments, these are the overall scaling changes:

  • Passive Before and After: 3.75% to 9% extra damage % per syringe, now doubles effective damage at ~166% bonus attack speed instead of 400%
  • Dancing Grenade Total Potential Damage: 3980% to ~2750% (Huntress Glaive has a potential of 2372%)
  • Curtain Call Total Potential Damage: 22400% to 11700% (Railgunner's Special has a potential of 12000%)

1.1.1

General

  • [Bugfix] Fixed an issue that caused the mod to malfunction if CustomEmotesAPI was not installed

1.1.0

The range on Jhin's bullet-based abilities was absurd, if you could see it you could hit it. You can still hit things from pretty far away, I reduced it to be a little more reasonable.

General

  • [QoL] Slightly reduced the volume of all SFX

Whisper

  • [Addition] Added a config option to make normal primary shots instant. This does not affect the 4th shot.
  • [Nerf] Changed range from 512 to 256

Dancing Grenade

  • [Buff] Increased targeting range from 25 to 40
  • [QoL] No longer interrupts the empty reload

Deadly Flourish

  • [Addition] Added VFX for Deadly Flourish
  • [Nerf] Changed range from 512 to 256
  • [QoL] No longer stops the player's velocity when cast in the air
  • [QoL] No longer interrupts the empty reload

Curtain Call

  • [Nerf] Changed cooldown from 10s to 20s

1.0.1

General

  • [Bugfix] Fixed damage growth being 0.24 instead of the intended 2.4

1.0.0

  • Initial Release