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Commit 931811be authored by Eric Wykoff's avatar Eric Wykoff
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nerfed thread walk

parent 236dca24
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......@@ -36,14 +36,12 @@ newTalent{
is_melee = function(self, t) return not self:hasArcheryWeapon("bow") end,
speed = function(self, t) return self:hasArcheryWeapon("bow") and "archery" or "weapon" end,
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.5) end,
getDefense = function(self, t) return self:combatTalentStatDamage(t, "mag", 10, 50) end,
getResist = function(self, t) return self:combatTalentStatDamage(t, "mag", 10, 25) end,
getReduction = function(self, t) return self:combatTalentStatDamage(t, "mag", 10, 25) end,
getDefense = function(self, t) return self:combatTalentStatDamage(t, "mag", 10, 25) end,
getResist = function(self, t) return self:combatTalentStatDamage(t, "mag", 5, 15) end,
on_pre_use = function(self, t, silent) if self:attr("disarmed") then if not silent then game.logPlayer(self, "You require a weapon to use this talent.") end return false end return true end,
passives = function(self, t, p)
self:talentTemporaryValue(p, "defense_on_teleport", t.getDefense(self, t))
self:talentTemporaryValue(p, "resist_all_on_teleport", t.getResist(self, t))
self:talentTemporaryValue(p, "effect_reduction_on_teleport", t.getReduction(self, t))
end,
callbackOnStatChange = function(self, t, stat, v)
if stat == self.STAT_MAG then
......@@ -142,11 +140,10 @@ newTalent{
local damage = t.getDamage(self, t) * 100
local defense = t.getDefense(self, t)
local resist = t.getResist(self, t)
local reduction = t.getReduction(self, t)
return ([[Attack with your bow or dual-weapons for %d%% damage. If you shoot an arrow you'll teleport near the target location. If you use your dual-weapons you'll teleport up to your bow's range away.
Additionally you now go Out of Phase for five turns after any teleport, gaining %d defense, %d%% resist all, and reducing the duration of new detrimental effects by %d%%.
Additionally you now go Out of Phase for five turns after any teleport, gaining %d defense and %d%% resist all.
The Out of Phase bonuses will scale with your Magic stat.]])
:format(damage, defense, resist, reduction)
:format(damage, defense, resist)
end
}
......
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