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Commit c9e1ea5e authored by DarkGod's avatar DarkGod
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fixed scaling on psi talents

reverted unarmed mastery change because, well it did nothing; masteries dont work that way :/
parent 0815b2cd
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......@@ -71,7 +71,7 @@ newTalent{
mode = "sustained", no_sustain_autoreset = true,
points = 5,
sustain_psi = 10,
cooldown = function(self, t) return 15 - self:getTalentLevelRaw(t) end,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 5, 14, 10, true)) end, --Limit > 5 Note: Shield Discipline
range = 10,
no_energy = true,
tactical = { DEFEND = 2 },
......@@ -199,7 +199,7 @@ newTalent{
mode = "sustained", no_sustain_autoreset = true,
points = 5,
sustain_psi = 10,
cooldown = function(self, t) return 15 - self:getTalentLevelRaw(t) end,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 5, 14, 10, true)) end, --Limit > 5 Note: Shield Discipline
range = 10,
no_energy = true,
tactical = { DEFEND = 2 },
......@@ -324,7 +324,7 @@ newTalent{
mode = "sustained", no_sustain_autoreset = true,
points = 5,
sustain_psi = 10,
cooldown = function(self, t) return 15 - self:getTalentLevelRaw(t) end,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 5, 14, 10, true)) end, --Limit > 5 Note: Shield Discipline
range = 10,
no_energy = true,
tactical = { DEFEND = 2 },
......
......@@ -28,10 +28,11 @@ newTalent{
no_energy = true,
tactical = { BUFF = 2 },
getSpeed = function(self, t) return self:combatTalentScale(t, 0.2, 1.0, 0.75) end,
getKBVulnerable = function(self, t) return self:combatTalentLimit(t, 1, 0.2, 0.8) end,
activate = function(self, t)
return {
speed = self:addTemporaryValue("movement_speed", t.getSpeed(self, t)),
knockback = self:addTemporaryValue("knockback_immune", -t.getSpeed(self, t))
knockback = self:addTemporaryValue("knockback_immune", -t.getKBVulnerable(self, t))
}
end,
deactivate = function(self, t, p)
......@@ -41,9 +42,10 @@ newTalent{
end,
info = function(self, t)
local inc = t.getSpeed(self, t)
return ([[Gently float yourself a little above the ground, allowing you to slide around the battle quickly.
Increases your movement speed and decreases your knockback resistance by %d%%.]]):
format(inc*100)
return ([[You telekinetically float just off the ground.
This allows you to slide around the battle quickly, increasing your movement speed by %d%%.
It also makes you more vulnerable to being pushed around (-%d%% knockback resistance).]]):
format(inc*100, t.getKBVulnerable(self, t)*100)
end,
}
......@@ -56,7 +58,7 @@ newTalent{
points = 5,
tactical = { CLOSEIN = 2 },
range = function(self, t)
return self:combatTalentLimit(t, 10, 4, 9) -- Limit base range to 10
return self:combatTalentLimit(t, 10, 4, 9) -- Limit < 10
end,
action = function(self, t)
local tg = {type="bolt", range=self:getTalentRange(t)}
......@@ -77,8 +79,7 @@ newTalent{
info = function(self, t)
local range = self:getTalentRange(t)
return ([[Briefly extend your telekinetic reach to grab an enemy and haul them towards you.
Works on enemies up to %d squares away. The cooldown decreases, and the range increases, with additional talent points spent.
This talent receives a reduced benefit from the Reach talent.]]):
Works on enemies up to %d squares away. The cooldown decreases, and the range increases, with additional talent points spent.]]):
format(range)
end,
}
......@@ -92,7 +93,7 @@ newTalent{
psi = 30,
no_energy = true,
require = psi_cun_req3,
getDuration = function(self, t) return math.floor(self:combatLimit(self:combatMindpower(0.1), 10, 4, 0, 6, 6)) end, -- Limit < 80
getDuration = function(self, t) return math.floor(self:combatLimit(self:combatMindpower(0.1), 10, 4, 0, 6, 6)) end, -- Limit < 10
speed = function(self, t) return self:combatTalentScale(t, 0.6, 2.0, 0.75) end,
getBoost = function(self, t)
return self:combatScale(self:getTalentLevel(t)*self:combatStatTalentIntervalDamage(t, "combatMindpower", 1, 9), 15, 0, 49, 34)
......@@ -107,7 +108,7 @@ newTalent{
local percentinc = 100 * inc
local boost = t.getBoost(self, t)
return ([[Encase your body in a sheath of thought-quick forces, allowing you to control your body's movements directly without the inefficiency of dealing with crude mechanisms like nerves and muscles.
Increases Accuracy by %d, your critical strike chance by %0.2f%% and your physical speed by %d%% for %d turns.
Increases Accuracy by %d, your critical strike chance by %0.1f%% and your physical speed by %d%% for %d turns.
The duration improves with your Mindpower.]]):
format(boost, 0.5*boost, percentinc, t.getDuration(self, t))
end,
......@@ -123,7 +124,7 @@ newTalent{
points = 5,
tactical = { CLOSEIN = 2 },
range = function(self, t)
return self:combatTalentLimit(t, 10, 4, 9) -- Limit base range to 10
return self:combatTalentLimit(t, 10, 4, 9) -- Limit < 10
end,
action = function(self, t)
local tg = {default_target=self, type="ball", nolock=true, pass_terrain=false, nowarning=true, range=self:getTalentRange(t), radius=0, requires_knowledge=false}
......
......@@ -43,12 +43,16 @@ newTalent{
points = 5,
mode = "passive",
mastery = function(self,t) return self:combatTalentLimit(t, 20, 3, 10) end, -- Adjustment to damage absorption, Limit to 20
cooldownred = function(self,t) return math.floor(self:combatTalentLimit(t, 16, 4, 10)) end, -- Limit to <16 turns reduction
cooldownred = function(self,t) return math.floor(self:combatTalentLimit(t, 5, 1, 3)) end, -- Limit to <5 turns reduction
absorbLimit = function(self,t) return self:combatTalentScale(t, 0.5, 2) end, -- Limit of bonus psi on shield hit per turn
passives = function(self, t, p)
self:talentTemporaryValue(p, "talent_cd_reduction", {T_KINETIC_SHIELD = t.cooldownred(self, t),
T_THERMAL_SHIELD = t.cooldownred(self, t),T_CHARGED_SHIELD = t.cooldownred(self, t)})
end,
info = function(self, t)
local cooldown = t.cooldownred(self,t)
local mast = t.mastery(self,t)
return ([[Your expertise in the art of energy absorption grows. Shield cooldowns are all reduced by %d turns, the amount of damage absorption required to gain a point of energy is reduced by %0.1f, and the maximum energy you can gain from each shield is increased by %0.1f per turn.]]):
return ([[Your expertise in the art of energy absorption grows. Shield cooldowns are all reduced by %d turn(s), the amount of damage absorption required to gain a point of energy is reduced by %0.1f, and the maximum energy you can gain from each shield is increased by %0.1f per turn.]]):
format(cooldown, mast, t.absorbLimit(self, t))
end,
}
......
......@@ -61,7 +61,7 @@ newTalent{
points = 5,
require = { stat = { cun=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:combatTalentScale(t, 10, 30, 0.5) end,
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 4 end,
info = function(self, t)
local damage = t.getDamage(self, t)
......
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