From 04b9578627c8445be7f850c189bb9c15123d7037 Mon Sep 17 00:00:00 2001 From: dg <dg@51575b47-30f0-44d4-a5cc-537603b46e54> Date: Thu, 24 May 2012 15:18:30 +0000 Subject: [PATCH] Weapon Mastery, Knives Mastery, Exotic Mastery and Combat Accuracy now have only 5 levels instead of 10 (scale end benefi, just spread over less points). So melee classes will have more generic points for "other" toys git-svn-id: http://svn.net-core.org/repos/t-engine4@5169 51575b47-30f0-44d4-a5cc-537603b46e54 --- game/modules/tome/class/interface/Combat.lua | 4 ++-- .../talents/techniques/combat-training.lua | 24 +++++++++---------- 2 files changed, 14 insertions(+), 14 deletions(-) diff --git a/game/modules/tome/class/interface/Combat.lua b/game/modules/tome/class/interface/Combat.lua index f7832d43ff..430157d8fd 100644 --- a/game/modules/tome/class/interface/Combat.lua +++ b/game/modules/tome/class/interface/Combat.lua @@ -862,7 +862,7 @@ end --- Gets the attack function _M:combatAttackBase(weapon, ammo) weapon = weapon or self.combat or {} - return 4 + self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4 + return 4 + self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 10 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4 end function _M:combatAttack(weapon, ammo) local stats @@ -964,7 +964,7 @@ function _M:combatDamage(weapon) end end - local talented_mod = math.sqrt(self:combatCheckTraining(weapon) / 10) / 2 + 1 + local talented_mod = math.sqrt(self:combatCheckTraining(weapon) / 5) / 2 + 1 local power = math.max((weapon.dam or 1), 1) power = (math.sqrt(power / 10) - 1) * 0.5 + 1 diff --git a/game/modules/tome/data/talents/techniques/combat-training.lua b/game/modules/tome/data/talents/techniques/combat-training.lua index eb76b0197e..9898297062 100644 --- a/game/modules/tome/data/talents/techniques/combat-training.lua +++ b/game/modules/tome/data/talents/techniques/combat-training.lua @@ -85,10 +85,10 @@ newTalent{ newTalent{ name = "Combat Accuracy", short_name = "WEAPON_COMBAT", type = {"technique/combat-training", 1}, - points = 10, - require = { level=function(level) return (level - 1) * 2 end }, + points = 5, + require = { level=function(level) return (level - 1) * 4 end }, mode = "passive", - getAttack = function(self, t) return self:getTalentLevel(t) * 5 end, + getAttack = function(self, t) return self:getTalentLevel(t) * 10 end, info = function(self, t) local attack = t.getAttack(self, t) return ([[Increases accuracy of unarmed, melee and ranged weapons by %d.]]): @@ -99,11 +99,11 @@ newTalent{ newTalent{ name = "Weapons Mastery", type = {"technique/combat-training", 1}, - points = 10, - require = { stat = { str=function(level) return 12 + level * 3 end }, }, + points = 5, + require = { stat = { str=function(level) return 12 + level * 6 end }, }, mode = "passive", getDamage = function(self, t) return self:getTalentLevel(t) * 5 end, - getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end, + getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, info = function(self, t) local damage = t.getDamage(self, t) local inc = t.getPercentInc(self, t) @@ -116,11 +116,11 @@ newTalent{ newTalent{ name = "Knife Mastery", type = {"technique/combat-training", 1}, - points = 10, - require = { stat = { dex=function(level) return 10 + level * 3 end }, }, + points = 5, + require = { stat = { dex=function(level) return 10 + level * 6 end }, }, mode = "passive", getDamage = function(self, t) return self:getTalentLevel(t) * 5 end, - getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end, + getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, info = function(self, t) local damage = t.getDamage(self, t) local inc = t.getPercentInc(self, t) @@ -133,11 +133,11 @@ newTalent{ name = "Exotic Weapons Mastery", type = {"technique/combat-training", 1}, hide = true, - points = 10, - require = { stat = { str=function(level) return 10 + level * 3 end, dex=function(level) return 10 + level * 3 end }, }, + points = 5, + require = { stat = { str=function(level) return 10 + level * 6 end, dex=function(level) return 10 + level * 6 end }, }, mode = "passive", getDamage = function(self, t) return self:getTalentLevel(t) * 5 end, - getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end, + getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, info = function(self, t) local damage = t.getDamage(self, t) local inc = t.getPercentInc(self, t) -- GitLab