Minimize usage of raw talent level
These changes removes most usages of getTalentLevelRaw in talents where replacement is relatively trivial. These changes correlate roughly as follows:
- When getTalentLevelRaw is looking for an integer that is linear and scales from 1-5 a new helper function that scales linearly from 1-5 in a way that is relatively generous to mastery levels other than the default 1.3 is used
- When getTalentLevelRaw is just looking for linear scaling and does not care about integer values getTalentLevel is used
- When getTalentLevelRaw is used as part of combatTalentLimit the endpoints are adjusted to keep values from 1-5 roughly equivalent and the true parameter in combatTalentLimit is removed
- When getTalentLevelRaw is used as part of combatTalentScale a new scale parameter is used so that ETL 1.3 occurs at x=1 and ETL 6.5 occurs at x=5 and ETL is used instead of raw
getTalentLevelRaw is generally not changed in the following circumstances:
- Raw talent level is used during levelup for something that cannot be trivially done with passives (eg Vile Poisons or Heavy Armour Training)
- Raw talent level is being used and the skill is being used at multiple talent levels (eg Thick Skin or Probability Travel)
- The usage of raw talent level is complex, has balance implications, or has problems with tooltips (eg some Alchemist skills)
- Raw talent level is being used to add a different talent to the same source (eg Shivgoroth Form)
Note that some of these changes have (hopefully minor) balance implications, both in the obvious form of interaction with non-standard effective skill levels (eg from adept, adventurer, mastery amulets, etc) and from some skills that had values changed. The specific skills that had values explicitly changed should be as follows:
Spellcraft/Master Summoner: Changed scaling from raw talent level/15 max 30% to combatTalentLimit(1,7%,30%)
- CDR 7/13/20/27/30 -> 7/15/21/26/30
Pure Aether/Tempest/Eternal Night: Damage and resist penetration equalized to be equivalent to standard archmage damage and resist penetration bonuses
- Tempest damage 2/4/6/8/10 -> 3.4/6.2/8.4/10/12
- Pure Aether penetration 10/28/37/42/46 -> 17/36/43/47/50
- Eternal Night penetration 13/25/33/39/44 -> 17/36/43/47/50
Other changes should be net neutral on balance with the exception of decreased power for adventurers and increased power for fixedarts with mastery bonuses, talent category boosting, mastery amulets, and Adept. Otherwise most of the affected skills should be significantly clearer in function
Please let me know if there are any issues or if any affected scalings need to be changed.