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Commit e0a7db1b authored by dg's avatar dg
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rebalace spells

git-svn-id: http://svn.net-core.org/repos/t-engine4@203 51575b47-30f0-44d4-a5cc-537603b46e54
parent 1b9e9fe6
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with 94 additions and 60 deletions
...@@ -155,7 +155,7 @@ end ...@@ -155,7 +155,7 @@ end
--- Gets the defense --- Gets the defense
function _M:combatDefense() function _M:combatDefense()
return self.combat_def + self:getDex() - 10 return self.combat_def + (self:getDex() - 10) * 0.35
end end
--- Gets the armor --- Gets the armor
......
...@@ -48,7 +48,9 @@ newTalent{ ...@@ -48,7 +48,9 @@ newTalent{
action = function(self, t) action = function(self, t)
local x, y, target = self:getTarget() local x, y, target = self:getTarget()
if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
self.combat_apr = self.combat_apr + 1000
self:attackTarget(target, DamageType.POISON, 2 + self:getTalentLevel(t), true) self:attackTarget(target, DamageType.POISON, 2 + self:getTalentLevel(t), true)
self.combat_apr = self.combat_apr - 1000
return true return true
end, end,
info = function(self) info = function(self)
...@@ -67,7 +69,9 @@ newTalent{ ...@@ -67,7 +69,9 @@ newTalent{
action = function(self, t) action = function(self, t)
local x, y, target = self:getTarget() local x, y, target = self:getTarget()
if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
self.combat_apr = self.combat_apr + 1000
self:attackTarget(target, DamageType.ACID, 1 + self:getTalentLevel(t) / 3, true) self:attackTarget(target, DamageType.ACID, 1 + self:getTalentLevel(t) / 3, true)
self.combat_apr = self.combat_apr - 1000
return true return true
end, end,
info = function(self) info = function(self)
...@@ -88,7 +92,9 @@ newTalent{ ...@@ -88,7 +92,9 @@ newTalent{
local x, y, target = self:getTarget(t) local x, y, target = self:getTarget(t)
if not x or not y or not target then return nil end if not x or not y or not target then return nil end
if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
self.combat_apr = self.combat_apr + 1000
self:attackTarget(target, DamageType.BLIND, 0.8 + self:getTalentLevel(t) / 10, true) self:attackTarget(target, DamageType.BLIND, 0.8 + self:getTalentLevel(t) / 10, true)
self.combat_apr = self.combat_apr - 1000
return true return true
end, end,
info = function(self) info = function(self)
...@@ -107,7 +113,9 @@ newTalent{ ...@@ -107,7 +113,9 @@ newTalent{
action = function(self, t) action = function(self, t)
local x, y, target = self:getTarget() local x, y, target = self:getTarget()
if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
self.combat_apr = self.combat_apr + 1000
self:attackTarget(target, DamageType.POISON, 2 + self:getTalentLevel(t), true) self:attackTarget(target, DamageType.POISON, 2 + self:getTalentLevel(t), true)
self.combat_apr = self.combat_apr - 1000
return true return true
end, end,
info = function(self) info = function(self)
......
...@@ -17,7 +17,9 @@ newTalent{ ...@@ -17,7 +17,9 @@ newTalent{
local x, y, target = self:getTarget(t) local x, y, target = self:getTarget(t)
if not x or not y or not target then return nil end if not x or not y or not target then return nil end
if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
self.combat_apr = self.combat_apr + 1000
self:attackTarget(target, DamageType.POISON, 1.5 + self:getTalentLevel(t) / 5, true) self:attackTarget(target, DamageType.POISON, 1.5 + self:getTalentLevel(t) / 5, true)
self.combat_apr = self.combat_apr - 1000
return true return true
end, end,
info = function(self) info = function(self)
......
...@@ -16,7 +16,7 @@ newTalent{ ...@@ -16,7 +16,7 @@ newTalent{
local x, y, target = self:getTarget(t) local x, y, target = self:getTarget(t)
if not x or not y or not target then return nil end if not x or not y or not target then return nil end
if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
local speed, hit = self:attackTargetWith(target, weapon.combat, nil, 2) local speed, hit = self:attackTargetWith(target, weapon.combat, nil, 1.5 + self:getTalentLevel(t) / 10)
-- Try to stun ! -- Try to stun !
if hit then if hit then
...@@ -29,8 +29,8 @@ newTalent{ ...@@ -29,8 +29,8 @@ newTalent{
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Hits the target with your weapon, if the atatck hits, the target is stunned.]]) return ([[Hits the target with your weapon doing %d%% damage, if the atatck hits, the target is stunned.]]):format(100 * (1.5 + self:getTalentLevel(t) / 10))
end, end,
} }
...@@ -59,7 +59,7 @@ newTalent{ ...@@ -59,7 +59,7 @@ newTalent{
end end
self.combat_physcrit = self.combat_physcrit + 100 self.combat_physcrit = self.combat_physcrit + 100
local speed, hit = self:attackTargetWith(target, weapon.combat, nil, 2 + self:getTalentLevel(t) / 10) local speed, hit = self:attackTargetWith(target, weapon.combat, nil, 2 + self:getTalentLevel(t) / 5)
if self:getTalentLevel(t) >= 4 then if self:getTalentLevel(t) >= 4 then
self.combat_dam = self.combat_dam - inc self.combat_dam = self.combat_dam - inc
...@@ -80,9 +80,9 @@ newTalent{ ...@@ -80,9 +80,9 @@ newTalent{
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Tries to perform a killing blow, granting automatic critical hit. If the target ends up with low enough life it might be instantly killed. return ([[Tries to perform a killing blow doing %d%% weapon damage, granting automatic critical hit. If the target ends up with low enough life it might be instantly killed.
At level 4 it drains all remaining stamina and uses it to increase the blow damage.]]) At level 4 it drains all remaining stamina and uses it to increase the blow damage.]]):format(100 * (2 + self:getTalentLevel(t) / 5))
end, end,
} }
...@@ -110,8 +110,8 @@ newTalent{ ...@@ -110,8 +110,8 @@ newTalent{
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Spin around, extending your weapon and damaging all targets aruond.]]) return ([[Spin around, extending your weapon and damaging all targets around for %d%% weapon damage.]]):format(100 * (1.4 + self:getTalentLevel(t) / 8))
end, end,
} }
...@@ -133,8 +133,8 @@ newTalent{ ...@@ -133,8 +133,8 @@ newTalent{
return { return {
atk = self:addTemporaryValue("combat_dam", 5 + self:getStr(4) * self:getTalentLevel(t)), atk = self:addTemporaryValue("combat_dam", 5 + self:getStr(4) * self:getTalentLevel(t)),
dam = self:addTemporaryValue("combat_atk", 5 + self:getDex(4) * self:getTalentLevel(t)), dam = self:addTemporaryValue("combat_atk", 5 + self:getDex(4) * self:getTalentLevel(t)),
def = self:addTemporaryValue("combat_def", -5), def = self:addTemporaryValue("combat_def", -15),
armor = self:addTemporaryValue("combat_armor", -5), armor = self:addTemporaryValue("combat_armor", -15),
} }
end, end,
deactivate = function(self, t, p) deactivate = function(self, t, p)
...@@ -144,7 +144,7 @@ newTalent{ ...@@ -144,7 +144,7 @@ newTalent{
self:removeTemporaryValue("combat_dam", p.dam) self:removeTemporaryValue("combat_dam", p.dam)
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Enters a protective battle stance, increasing attack and damage at the cost of defense and armor.]]) return ([[Enters a protective battle stance, increasing attack by %d and damage by %d at the cost of 15 defense and 15 armor.]]):format(5 + self:getDex(4) * self:getTalentLevel(t), 5 + self:getStr(4) * self:getTalentLevel(t))
end, end,
} }
...@@ -3,7 +3,7 @@ newTalent{ ...@@ -3,7 +3,7 @@ newTalent{
type = {"physical/combat-training", 1}, type = {"physical/combat-training", 1},
mode = "passive", mode = "passive",
require = { stat = { str=18 }, }, require = { stat = { str=18 }, },
info = function(self) info = function(self, t)
return [[Teaches the usage of heavy mail armours.]] return [[Teaches the usage of heavy mail armours.]]
end, end,
} }
...@@ -13,7 +13,7 @@ newTalent{ ...@@ -13,7 +13,7 @@ newTalent{
type = {"physical/combat-training", 2}, type = {"physical/combat-training", 2},
mode = "passive", mode = "passive",
require = { stat = { str=22 }, talent = { Talents.T_HEAVY_ARMOUR_TRAINING }, }, require = { stat = { str=22 }, talent = { Talents.T_HEAVY_ARMOUR_TRAINING }, },
info = function(self) info = function(self, t)
return [[Teaches the usage of massive plate armours.]] return [[Teaches the usage of massive plate armours.]]
end, end,
} }
...@@ -30,7 +30,7 @@ newTalent{ ...@@ -30,7 +30,7 @@ newTalent{
on_unlearn = function(self, t) on_unlearn = function(self, t)
self.max_life = self.max_life - 40 self.max_life = self.max_life - 40
end, end,
info = function(self) info = function(self, t)
return [[Increases your maximun life by 40 per talent level]] return [[Increases your maximun life by 40 per talent level]]
end, end,
} }
...@@ -4,8 +4,8 @@ newTalent{ ...@@ -4,8 +4,8 @@ newTalent{
mode = "passive", mode = "passive",
points = 5, points = 5,
require = { stat = { dex=14 } }, require = { stat = { dex=14 } },
info = function(self) info = function(self, t)
return ([[Reduces the damage penality of the off-hand weapon]]) return ([[Reduces the damage penality of the off-hand weapon to %d%%]]):format(100 / (2 - self:getTalentLevel(t) / 6))
end, end,
} }
...@@ -34,8 +34,8 @@ newTalent{ ...@@ -34,8 +34,8 @@ newTalent{
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Lashes out a flurry of blows, hiting your target three times with each weapons.]]) return ([[Lashes out a flurry of blows, hiting your target three times with each weapons for %d%% damage.]]):format(100 * (1.8 + self:getTalentLevel(t) / 10))
end, end,
} }
...@@ -64,8 +64,8 @@ newTalent{ ...@@ -64,8 +64,8 @@ newTalent{
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Spin around, damaging all targets around with both weapons.]]) return ([[Spin around, damaging all targets around with both weapons for %d%%.]]):format(100 * (1.4 + self:getTalentLevel(t) / 10))
end, end,
} }
...@@ -95,8 +95,8 @@ newTalent{ ...@@ -95,8 +95,8 @@ newTalent{
self:removeTemporaryValue("stamina_regen", p.stamina_regen) self:removeTemporaryValue("stamina_regen", p.stamina_regen)
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Greatly increases attack speed, but drains stamina quickly.]]) return ([[Increases attack speed by %0.2f, but drains stamina quickly.]]):format(-0.1 - self:getTalentLevel(t) / 10)
end, end,
} }
...@@ -127,7 +127,7 @@ newTalent{ ...@@ -127,7 +127,7 @@ newTalent{
self:removeTemporaryValue("stamina_regen", p.stamina_regen) self:removeTemporaryValue("stamina_regen", p.stamina_regen)
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Greatly increases attack speed, but drains stamina quickly.]]) return ([[Greatly increases attack speed, but drains stamina quickly.]])
end, end,
} }
...@@ -4,17 +4,17 @@ newTalent{ ...@@ -4,17 +4,17 @@ newTalent{
points = 10, points = 10,
require = { level=function(level) return (level - 1) * 2 end }, require = { level=function(level) return (level - 1) * 2 end },
mode = "passive", mode = "passive",
info = function(self) info = function(self, t)
return [[Increases chances to hit with melee weapons.]] return [[Increases chances to hit with melee weapons.]]
end, end,
} }
newTalent{ newTalent{
name = "Sword Mastery", name = "Sword Mastery",
type = {"physical/weapon-training", 1}, type = {"physical/weapon-training", 1},
points = 12, points = 10,
require = { stat = { str=function(level) return 10 + level * 3 end }, }, require = { stat = { str=function(level) return 12 + level * 3 end }, },
mode = "passive", mode = "passive",
info = function(self) info = function(self, t)
return [[Increases damage with swords.]] return [[Increases damage with swords.]]
end, end,
} }
...@@ -22,10 +22,10 @@ newTalent{ ...@@ -22,10 +22,10 @@ newTalent{
newTalent{ newTalent{
name = "Axe Mastery", name = "Axe Mastery",
type = {"physical/weapon-training", 1}, type = {"physical/weapon-training", 1},
points = 12, points = 10,
require = { stat = { str=function(level) return 10 + level * 3 end }, }, require = { stat = { str=function(level) return 12 + level * 3 end }, },
mode = "passive", mode = "passive",
info = function(self) info = function(self, t)
return [[Increases damage with axes.]] return [[Increases damage with axes.]]
end, end,
} }
...@@ -33,10 +33,10 @@ newTalent{ ...@@ -33,10 +33,10 @@ newTalent{
newTalent{ newTalent{
name = "Mace Mastery", name = "Mace Mastery",
type = {"physical/weapon-training", 1}, type = {"physical/weapon-training", 1},
points = 14, points = 10,
require = { stat = { str=function(level) return 10 + level * 3 end }, }, require = { stat = { str=function(level) return 14 + level * 3 end }, },
mode = "passive", mode = "passive",
info = function(self) info = function(self, t)
return [[Increases damage with maces.]] return [[Increases damage with maces.]]
end, end,
} }
...@@ -47,7 +47,7 @@ newTalent{ ...@@ -47,7 +47,7 @@ newTalent{
points = 10, points = 10,
require = { stat = { dex=function(level) return 10 + level * 3 end }, }, require = { stat = { dex=function(level) return 10 + level * 3 end }, },
mode = "passive", mode = "passive",
info = function(self) info = function(self, t)
return [[Increases damage with knifes.]] return [[Increases damage with knifes.]]
end, end,
} }
...@@ -29,9 +29,9 @@ newTalent{ ...@@ -29,9 +29,9 @@ newTalent{
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Hits the target with a shield strike, stunning it. return ([[Hits the target with a shield strike, stunning it and doing %d%% shield damage.
The damage multiplier increases with your strength.]]) The damage multiplier increases with your strength.]]):format(100 * (2 + self:getTalentLevel(t) / 5))
end, end,
} }
...@@ -72,9 +72,9 @@ newTalent{ ...@@ -72,9 +72,9 @@ newTalent{
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Hits the target with your weapon and two shield strikes, trying to overpower your target. return ([[Hits the target with your weapon and two shield strikes doing %d%% damage, trying to overpower your target.
If the last attack hits, the target is knocked back.]]) If the last attack hits, the target is knocked back.]]):format(100 * (1.8 + self:getTalentLevel(t) / 10))
end, end,
} }
...@@ -106,7 +106,7 @@ newTalent{ ...@@ -106,7 +106,7 @@ newTalent{
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Let all your foes pile up on your shield then put all your strengh in one mighty thurst and repel them all away.]]) return ([[Let all your foes pile up on your shield then put all your strengh in one mighty thurst and repel them all away.]])
end, end,
} }
...@@ -132,8 +132,8 @@ newTalent{ ...@@ -132,8 +132,8 @@ newTalent{
knock = self:addTemporaryValue("knockback_immune", 1) knock = self:addTemporaryValue("knockback_immune", 1)
end end
return { return {
atk = self:addTemporaryValue("combat_dam", -5), atk = self:addTemporaryValue("combat_dam", -10),
dam = self:addTemporaryValue("combat_atk", -5), dam = self:addTemporaryValue("combat_atk", -10),
def = self:addTemporaryValue("combat_def", 5 + self:getDex(4) * self:getTalentLevel(t)), def = self:addTemporaryValue("combat_def", 5 + self:getDex(4) * self:getTalentLevel(t)),
armor = self:addTemporaryValue("combat_armor", 5 + self:getCun(4) * self:getTalentLevel(t)), armor = self:addTemporaryValue("combat_armor", 5 + self:getCun(4) * self:getTalentLevel(t)),
stun = stun, stun = stun,
...@@ -149,8 +149,8 @@ newTalent{ ...@@ -149,8 +149,8 @@ newTalent{
if p.knock then self:removeTemporaryValue("knockback_immune", p.knock) end if p.knock then self:removeTemporaryValue("knockback_immune", p.knock) end
return true return true
end, end,
info = function(self) info = function(self, t)
return ([[Enters a protective battle stance, incraesing defense and armor at the cost of attack and damage. return ([[Enters a protective battle stance, increasing defense by %d and armor by %d at the cost of 10 attack and 10 damage.
At level 5 it also makes you immnue to stuns and knockbacks.]]) At level 5 it also makes you immnue to stuns and knockbacks.]]):format(5 + self:getDex(4) * self:getTalentLevel(t), 5 + self:getCun(4) * self:getTalentLevel(t))
end, end,
} }
newTalent{
name = "Lightning",
type = {"spell/air", 1},
points = 5,
mana = 10,
cooldown = 3,
tactical = {
ATTACK = 10,
},
range = 20,
action = function(self, t)
local tg = {type="beam", range=self:getTalentRange(t)}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, DamageType.LIGHTNING, rng.avg(1, self:spellCrit(20 + self:combatSpellpower(0.8) * self:getTalentLevel(t)), 3))
return true
end,
require = { stat = { mag=10 }, },
info = function(self, t)
return ([[Conjures up mana into a powerful beam of lightning doing 1 to %0.2f damage
The damage will increase with the Magic stat]]):format(20 + self:combatSpellpower(0.8) * self:getTalentLevel(t))
end,
}
newTalent{ newTalent{
name = "Noxious Cloud", name = "Noxious Cloud",
type = {"spell/air",1}, type = {"spell/air",1},
......
...@@ -13,14 +13,14 @@ newTalent{ ...@@ -13,14 +13,14 @@ newTalent{
if self:getTalentLevel(t) >= 3 then tg.type = "beam" end if self:getTalentLevel(t) >= 3 then tg.type = "beam" end
local x, y = self:getTarget(tg) local x, y = self:getTarget(tg)
if not x or not y then return nil end if not x or not y then return nil end
self:project(tg, x, y, DamageType.ARCANE, self:spellCrit(10 + self:combatSpellpower(0.5) * self:getTalentLevel(t))) self:project(tg, x, y, DamageType.ARCANE, self:spellCrit(20 + self:combatSpellpower(0.5) * self:getTalentLevel(t)))
return true return true
end, end,
require = { stat = { mag=10 }, }, require = { stat = { mag=10 }, },
info = function(self, t) info = function(self, t)
return ([[Conjures up mana into a powerful bolt doing %0.2f arcane damage return ([[Conjures up mana into a powerful bolt doing %0.2f arcane damage
At level 3 it becomes a beam. At level 3 it becomes a beam.
The damage will increase with the Magic stat]]):format(10 + self:combatSpellpower(0.5) * self:getTalentLevel(t)) The damage will increase with the Magic stat]]):format(20 + self:combatSpellpower(0.5) * self:getTalentLevel(t))
end, end,
} }
......
...@@ -9,7 +9,7 @@ newTalent{ ...@@ -9,7 +9,7 @@ newTalent{
DEFEND = 10, DEFEND = 10,
}, },
activate = function(self, t) activate = function(self, t)
local power = 1 + self:combatSpellpower(0.3) * self:getTalentLevel(t) local power = 1 + self:combatSpellpower(0.03) * self:getTalentLevel(t)
return { return {
armor = self:addTemporaryValue("combat_armor", power), armor = self:addTemporaryValue("combat_armor", power),
} }
...@@ -21,7 +21,7 @@ newTalent{ ...@@ -21,7 +21,7 @@ newTalent{
require = { stat = { mag=14 }, }, require = { stat = { mag=14 }, },
info = function(self, t) info = function(self, t)
return ([[The caster skin grows as hard as stone, granting %d bonus to armor. return ([[The caster skin grows as hard as stone, granting %d bonus to armor.
The bonus to armor will increase with the Magic stat]]):format(1 + self:combatSpellpower(0.3) * self:getTalentLevel(t)) The bonus to armor will increase with the Magic stat]]):format(1 + self:combatSpellpower(0.03) * self:getTalentLevel(t))
end, end,
} }
......
...@@ -12,13 +12,13 @@ newTalent{ ...@@ -12,13 +12,13 @@ newTalent{
local tg = {type="bolt", range=self:getTalentRange(t)} local tg = {type="bolt", range=self:getTalentRange(t)}
local x, y = self:getTarget(tg) local x, y = self:getTarget(tg)
if not x or not y then return nil end if not x or not y then return nil end
self:project(tg, x, y, DamageType.ACID, self:spellCrit(15 + self:combatSpellpower(0.8) * self:getTalentLevel(t))) self:project(tg, x, y, DamageType.FIREBURN, self:spellCrit(25 + self:combatSpellpower(0.8) * self:getTalentLevel(t)))
return true return true
end, end,
require = { stat = { mag=10 }, }, require = { stat = { mag=10 }, },
info = function(self, t) info = function(self, t)
return ([[Conjures up a bolt of fire setting the target ablaze and doing %0.2f fire damage over 3 turns. return ([[Conjures up a bolt of fire setting the target ablaze and doing %0.2f fire damage over 3 turns.
The damage will increase with the Magic stat]]):format(15 + self:combatSpellpower(0.8) * self:getTalentLevel(t)) The damage will increase with the Magic stat]]):format(25 + self:combatSpellpower(0.8) * self:getTalentLevel(t))
end, end,
} }
......
...@@ -8,13 +8,13 @@ newTalent{ ...@@ -8,13 +8,13 @@ newTalent{
HEAL = 10, HEAL = 10,
}, },
action = function(self, t) action = function(self, t)
self:setEffect(self.EFF_REGENERATION, 10, {power=5 + self:combatSpellpower(0.7) * self:getTalentLevel(t)}) self:setEffect(self.EFF_REGENERATION, 10, {power=5 + self:combatSpellpower(0.07) * self:getTalentLevel(t)})
return true return true
end, end,
require = { stat = { mag=10 }, }, require = { stat = { mag=10 }, },
info = function(self, t) info = function(self, t)
return ([[Call upon the forces of nature to regenerate your body for %d life every turns for 10 turns. return ([[Call upon the forces of nature to regenerate your body for %d life every turns for 10 turns.
The life healed will increase with the Magic stat]]):format(5 + self:combatSpellpower(0.7) * self:getTalentLevel(t)) The life healed will increase with the Magic stat]]):format(5 + self:combatSpellpower(0.07) * self:getTalentLevel(t))
end, end,
} }
......
...@@ -27,14 +27,14 @@ newTalent{ ...@@ -27,14 +27,14 @@ newTalent{
local tg = {type="hit", range=self:getTalentRange(t)} local tg = {type="hit", range=self:getTalentRange(t)}
local x, y = self:getTarget(tg) local x, y = self:getTarget(tg)
if not x or not y then return nil end if not x or not y then return nil end
self:project(tg, x, y, DamageType.COLD, self:spellCrit(7 + self:combatSpellpower(0.25) * self:getTalentLevel(t))) self:project(tg, x, y, DamageType.COLD, self:spellCrit(12 + self:combatSpellpower(0.25) * self:getTalentLevel(t)))
self:project(tg, x, y, DamageType.FREEZE, 2 + math.floor(self:getTalentLevel(t) / 3)) self:project(tg, x, y, DamageType.FREEZE, 2 + math.floor(self:getTalentLevel(t) / 3))
return true return true
end, end,
require = { stat = { mag=14 }, }, require = { stat = { mag=14 }, },
info = function(self, t) info = function(self, t)
return ([[Condenses ambiant water on a target, freezing it for a short while. return ([[Condenses ambiant water on a target, freezing it for a short while and damaging it for %0.2f.
The damage will increase with the Magic stat]]):format(7 + self:combatSpellpower(0.25) * self:getTalentLevel(t)) The damage will increase with the Magic stat]]):format(12 + self:combatSpellpower(0.25) * self:getTalentLevel(t))
end, end,
} }
......
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