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Commit 40199ce2 authored by Hachem_Muche's avatar Hachem_Muche
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Cleanup

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......@@ -17,19 +17,6 @@
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
--[[ ideas:
Heightened Senses: restore trap detection, remove unseen attackers damage reduction
Device Mastery: remove trap detection, leave trap disarming
Danger Sense: get damage from unseen attackers, reduce general damage reduction,
gain? trap detection? blind-fighting like ability?
To DO:
Heightened Senses: remove unseen DR
Device Mastery: lose Trap detection
Danger Sense: Replace: Trap detection, Double (% for 2nd) save chance on status effects, Crit Reduction, unseen DR
--]]
newTalent{
name = "Heightened Senses",
type = {"cunning/survival", 1},
......@@ -38,8 +25,6 @@ newTalent{
points = 5,
random_boss_rarity = 50, -- make sure a reasonable number of randbosses don't take this
sense = function(self, t) return math.floor(self:combatTalentScale(t, 5, 9)) end,
-- seePower = function(self, t) return self:combatScale(self:getCun(15, true)*self:getTalentLevel(t), 5, 0, 80, 75) end,
-- trapDetect = function(self, t) return self:combatScale(self:getTalentLevel(t) * self:getCun(25, true), 0, 0, 75, 125) end, -- trap detection power, same formula used for trap power (gain advantage with Danger Sense)
seePower = function(self, t) return math.max(0, self:combatScale(self:getCun(15, true)*self:getTalentLevel(t), 10, 1, 80, 75, 0.25)) end, --TL 5, cun 100 = 80
trapDetect = function(self, t) return math.max(0, self:combatScale(self:getTalentLevel(t) * self:getCun(25, true), 10, 3.75, 75, 125, 0.25)) end, -- trap detection power, same formula used for trap power (gain advantage with Danger Sense)
callbackOnStatChange = function(self, t, stat, v)
......@@ -78,7 +63,6 @@ newTalent{
trapDisarm = function(self, t)
local tl, power = self:getTalentLevel(t), self:attr("disarm_bonus") or 0
if tl > 0 then
-- power = power + self:combatScale(tl * self:getCun(25, true), 0, 0, 125, 125)
power = power + math.max(0, self:combatScale(tl * self:getCun(25, true), 10, 3.75, 90, 125, 0.25)) -- ~ 90 at TL 5, 100 cunning
end
return power
......@@ -123,7 +107,6 @@ newTalent{
points = 5,
random_boss_rarity = 50, -- make sure a reasonable number of randbosses don't take this
mode = "passive",
-- trapDetect = function(self, t) return self:combatScale(self:getTalentLevel(t) * self:getCun(25, true), 0, 0, 35, 125) end, -- bonus trap detection power
trapDetect = function(self, t) return math.max(0, self:combatScale(self:getTalentLevel(t) * self:getCun(25, true), 5, 3.75, 35, 125, 0.25)) end, -- bonus trap detection power
critResist = function(self, t) return self:combatTalentScale(t, 1.3, 5) end,
getUnseenReduction = function(self, t) return self:combatTalentLimit(t, 1, .1, .25) end, -- Limit < 100%
......
......@@ -84,7 +84,6 @@ newTalent{
points = 5,
range = function(self, t) return math.floor(self:combatTalentScale(t, 2.5, 6.6)) end,
-- _M:combatSeeStealth and _M:combatSeeInvisible functions updated in mod.class.interface.Combat.lua
-- sensePower = function(self, t) return self:combatScale(self:getTalentLevel(t) * self:getWil(15, true), 5, 0, 80, 75) end,
sensePower = function(self, t) return math.max(0, self:combatScale(self:getWil(15, true)*self:getTalentLevel(t), 10, 1, 80, 75, 0.25)) end, --TL 5, wil 100 = 80
info = function(self, t)
local range = self:getTalentRange(t)
......
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