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Slightly increased item charge damage
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@ -1037,7 +1037,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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int amount = Math.min(items.get(item), explosionItemCap());
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explosiveness += item.explosiveness * amount;
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flammability += item.flammability * amount;
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power += item.charge * amount * 100f;
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power += item.charge * Mathf.pow(amount, 1.1f) * 150f;
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}
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}
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@ -476,7 +476,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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float explosiveness = 2f + item().explosiveness * stack().amount * 1.53f;
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float flammability = item().flammability * stack().amount / 1.9f;
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float power = item().charge * stack().amount * 150f;
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float power = item().charge * Mathf.pow(stack().amount, 1.11f) * 160f;
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if(!spawnedByCore){
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Damage.dynamicExplosion(x, y, flammability, explosiveness, power, bounds() / 2f, state.rules.damageExplosions, item().flammability > 1, team, type.deathExplosionEffect);
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