getDuration=function(self,t)returngetExtensionModifier(self,t,math.floor(self:combatTalentScale(t,6,10)))end,-- Duration of mines
getDuration=function(self,t)returngetExtensionModifier(self,t,math.floor(self:combatTalentScale(t,6,10)))end,-- Duration of mines
trapPower=function(self,t)returnmath.max(1,self:combatScale(self:getTalentLevel(t)*self:getMag(15,true),0,0,75,75))end,-- Used to determine detection and disarm power, about 75 at level 50
trapPower=function(self,t)returnmath.max(1,self:combatScale(self:getTalentLevel(t)*self:getMag(15,true),0,0,75,75))end,-- Used to determine detection and disarm power, about 75 at level 50
...
@@ -135,11 +135,12 @@ newTalent{
...
@@ -135,11 +135,12 @@ newTalent{
localdetect=t.trapPower(self,t)*0.8
localdetect=t.trapPower(self,t)*0.8
localdisarm=t.trapPower(self,t)
localdisarm=t.trapPower(self,t)
localduration=t.getDuration(self,t)
localduration=t.getDuration(self,t)
return([[Learn to lay Warp Mines in a radius of 1 out to a range of %d.
return([[Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict %0.2f physical and %0.2f temporal (warp) damage.
Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict %0.2f physical and %0.2f temporal (warp) damage.
The mines are hidden traps (%d detection and %d disarm power based on your Magic), last for %d turns, and share a ten turn cooldown.
The mines are hidden traps (%d detection and %d disarm power based on your Magic), last for %d turns, and share a four turn cooldown.
The damage caused by your Warp Mines will improve with your Spellpower.
The damage caused by your Warp Mines will improve with your Spellpower.]]):
Investing in this talent improves the range of all Spacetime Folding talents.
return([[Tethers the target to the location for %d turns. For each tile the target moves away from the target location it has a %d%% chance each turn of being teleported back to the tether.]])
localdamage=t.getDamage(self,t)/2
:format(duration,chance)
return([[Tethers the target to the location for %d turns. Each turn the tether will inflict %0.2f physical and %0.2f temporal (warp) damage to all targets between itself and the target.
For each tile the target moves away from the tether it has a %d%% chance each turn of being teleported back.
return([[Randomly teleports all targets within a radius of %d around you. Targets will be teleported between %d and %d tiles from their current location.
return([[Randomly teleports all targets within a radius of %d. Targets will be teleported between %d and %d tiles from their current location.
If no targets are teleported the cooldown will be halved.
If no targets are teleported the cooldown will be halved.
The chance of teleportion will scale with your Spellpower.]]):format(radius,range/2,range)
The chance of teleportion will scale with your Spellpower.]]):format(radius,range/2,range)