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Update MagicMirrorItem.java
Inverted "initialValues" 60-120 to 120-60 to create an inverse relationship between cooldown statistic and cooldown time (higher stat, lower cooldown)
Description of Issue:
Relic: Magic Mirror
Ability: Wormhole / teleport
Statistic: Recharge / cooldown
When the "Recharge" statistic is rolled, a higher stat (say, 5) creates a higher, longer recharge time than a lower stat (say, 1). This is likely unintentional. For example, a Level 0, full stat mirror will have a cooldown of 120 seconds, while a Level 0, zero stat mirror will have a better cooldown of 60 seconds.
Expected behavior: A high stat in Recharge should mean lowest time, and a low stat should mean a higher time, given that recharge time is something which is better at lower values. I have double checked the math in "randomizeStat," and it looks as though this change should fix the issue, creating a total range of 120 seconds for Level 0, 0 stat mirrors, and 0 seconds for Level 10, full stat mirrors.
A big side effect of this issue is how the "Luck" is involved in rerolling the mirror's stats, eventually locking the player out of the lower, "better" stats for cooldown.