diff --git a/game/modules/tome/class/Object.lua b/game/modules/tome/class/Object.lua index 7c97c522db3e9b2230e7dc1d71f2928de1a642b8..ab809bf16e4f7630c8be0b2ad2ff4176e1c3c621 100644 --- a/game/modules/tome/class/Object.lua +++ b/game/modules/tome/class/Object.lua @@ -1303,7 +1303,7 @@ function _M:getPriceFlags() if w.esp_range then price = price + w.esp_range * 15 end if w.can_breath then for t, v in pairs(w.can_breath) do price = price + v * 30 end end if w.esp_all then price = price + w.esp_all * 25 end - if w.damage_shield_penetrate then price = price + w.damage_shield_penetrate * 3 end + if w.damage_shield_penetrate then price = price + w.damage_shield_penetrate * 1 end if w.spellsurge_on_crit then price = price + w.spellsurge_on_crit * 5 end if w.quick_weapon_swap then price = price + w.quick_weapon_swap * 50 end @@ -1338,7 +1338,7 @@ function _M:getPriceFlags() if w.burst_on_crit then for t, v in pairs(w.burst_on_crit) do price = price + v * 0.8 end end --damage conversion - if w.convert_damage then for t, v in pairs(w.convert_damage) do price = price + v * 10 end end + if w.convert_damage then for t, v in pairs(w.convert_damage) do price = price + v * 1 end end --talent mastery if w.talent_types_mastery then for t, v in pairs(w.talent_types_mastery) do price = price + v * 100 end end diff --git a/game/modules/tome/data/general/objects/random-artifacts/generic.lua b/game/modules/tome/data/general/objects/random-artifacts/generic.lua index 3d988daa7b276d82092d564f9c7f85e3a9acafab..3962223427a70e53d5f7a2f309302b86ffe045a3 100644 --- a/game/modules/tome/data/general/objects/random-artifacts/generic.lua +++ b/game/modules/tome/data/general/objects/random-artifacts/generic.lua @@ -287,40 +287,40 @@ newEntity{ theme={defense=true, antimagic=true, temporal=true}, name="resist tem ---------------------------------------------------------------- -- Elemental Projection ---------------------------------------------------------------- -newEntity{ theme={physical=true}, name="physical melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={physical=true}, name="physical melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.PHYSICAL] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={mind=true, mental=true}, name="mind melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={mind=true, mental=true}, name="mind melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.MIND] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={acid=true}, name="acid melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={acid=true}, name="acid melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.ACID] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={lightning=true}, name="lightning melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={lightning=true}, name="lightning melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.LIGHTNING] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={fire=true}, name="fire melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={fire=true}, name="fire melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.FIRE] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={cold=true}, name="cold melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={cold=true}, name="cold melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.COLD] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={light=true}, name="light melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={light=true}, name="light melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.LIGHT] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={dark=true}, name="dark melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={dark=true}, name="dark melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.DARKNESS] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={blight=true, spell=true}, name="blight melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={blight=true, spell=true}, name="blight melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.BLIGHT] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={nature=true}, name="nature melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={nature=true}, name="nature melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.NATURE] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={arcane=true, spell=true}, name="arcane melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={arcane=true, spell=true}, name="arcane melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.ARCANE] = resolvers.randartmax(2, 20), }, }, } -newEntity{ theme={temporal=true}, name="temporal melee", points = 1, rarity = 18, level_range = {1, 50}, +newEntity{ theme={temporal=true}, name="temporal melee", points = 2, rarity = 18, level_range = {1, 50}, wielder = { melee_project = {[DamageType.TEMPORAL] = resolvers.randartmax(2, 20), }, }, } ----------------------------------------------------------------