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)
-- 
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