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Commit 25377a1a authored by Chris Davidson's avatar Chris Davidson
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Revise Hymn Nocturnalist

- Remove the RNG on the damage.  All it does is obscure the tooltip.

- Change energy drain to occur only once per activation and happen before the spell crit so Corona's calculations come later
parent 80e10ce6
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......@@ -469,9 +469,9 @@ newTalent{
target = function(self, t) -- for AI only
return {type="ball", friendlyfire=false, friendlyblock=false, radius=t.range, range=0, talent=t}
end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 7, 80) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 1, 50) end,
getTargetCount = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5)) end,
getNegativeDrain = function(self, t) return self:combatTalentLimit(t, 0, 5, 3) end,
getNegativeDrain = function(self, t) return 5 end,
getBonusRegen = function(self, t) return self:combatTalentScale(t, 0.7, 4.0, 0.75) / 10 + 0.5 end,
callbackOnRest = function(self, t)
if not self:knowTalent(self.T_NEGATIVE_POOL) then return false end
......@@ -493,20 +493,19 @@ newTalent{
if #tgts <= 0 then return end
local drain = t.getNegativeDrain(self, t)
local dam = rng.avg(1, self:spellCrit(t.getDamage(self, t)), 3)
self:incNegative(-drain) -- Make sure to pay before Corona procs
local dam = self:spellCrit(t.getDamage(self, t))
-- Randomly take targets
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
for i = 1, t.getTargetCount(self, t) do
if #tgts <= 0 then break end
if self:getNegative() - 1 < drain then break end
local a, id = rng.table(tgts)
table.remove(tgts, id)
self:project(tg, a.x, a.y, DamageType.DARKNESS_BLIND, dam)
game.level.map:particleEmitter(self.x, self.y, math.max(math.abs(a.x-self.x), math.abs(a.y-self.y)), "shadow_beam", {tx=a.x-self.x, ty=a.y-self.y})
game:playSoundNear(self, "talents/spell_generic")
self:incNegative(-drain)
end
end,
activate = function(self, t)
......@@ -536,7 +535,7 @@ newTalent{
info = function(self, t)
return ([[Your passion for singing the praises of the Moons reaches its zenith; your hymns increase your negative energy regeneration by %0.2f per turn.
Your Hymns now fire shadowy beams that will hit up to %d of your foes within radius 5 for 1 to %0.2f damage, with a 20%% chance of blinding.
This powerful effect will drain %0.1f negative energy for each beam; no beam will fire if your negative energy is too low.
This powerful effect will drain %0.1f negative energy each time it fires at at least 1 target; no beam will fire if your negative energy is too low.
These values scale with your Spellpower.]]):format(t.getBonusRegen(self, t), t.getTargetCount(self, t), damDesc(self, DamageType.DARKNESS, t.getDamage(self, t)), t.getNegativeDrain(self, t))
end,
}
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