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Commit 215d2e5e authored by Chris Davidson's avatar Chris Davidson
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Update Heavy Armor Training to use a standard scaling formula

parent 26c0468c
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......@@ -56,13 +56,13 @@ newTalent{
return 0
end,
-- Called by _M:combatArmor in mod.class.interface.Combat.lua
getArmor = function(self, t) return self:getTalentLevel(t) * t.ArmorEffect(self, t) * 1.4 end,
getArmor = function(self, t) return self:combatTalentScale(t, 1, 7) * t.ArmorEffect(self, t) end,
-- Called by _M:combatArmorHardiness in mod.class.interface.Combat.lua
getArmorHardiness = function(self, t) -- Matches previous progression for "heavy" armor
return math.max(0, self:combatLimit(self:getTalentLevel(t) * 5 * t.ArmorEffect(self, t), 100, 5, 3.75, 50, 37.5))
end,
getCriticalChanceReduction = function(self, t) -- Matches previous progression for "heavy" armor
return math.max(0, self:combatScale(self:getTalentLevel(t) * 3.8 * (t.ArmorEffect(self, t)/2)^0.5, 3.8, 3.3, 19, 16.45, 0.75))
getCriticalChanceReduction = function(self, t)
return self:combatTalentScale(t, 1, 9) * t.ArmorEffect(self, t)
end,
on_unlearn = function(self, t)
for inven_id, inven in pairs(self.inven) do if inven.worn then
......@@ -155,7 +155,6 @@ newTalent{
points = 5,
require = { level=function(level) return (level - 1) * 4 end },
mode = "passive",
--getAttack = function(self, t) return self:getTalentLevel(t) * 10 end,
getAttack = function(self, t) return self:combatTalentScale(t, 10, 50) end, -- match values at 1 and 5 for old formula
info = function(self, t)
local attack = t.getAttack(self, t)
......
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