Skip to content
Snippets Groups Projects
Commit ce70256c authored by Chris Davidson's avatar Chris Davidson
Browse files

Improve the scaling factor of Combat Accuracy and Heavy Armor Training

parent 019c024e
No related branches found
No related tags found
No related merge requests found
......@@ -56,7 +56,7 @@ newTalent{
return 0
end,
-- Called by _M:combatArmor in mod.class.interface.Combat.lua
getArmor = function(self, t) return self:combatTalentScale(t, 1, 7) * t.ArmorEffect(self, t) end,
getArmor = function(self, t) return self:combatTalentScale(t, 1, 7, 0.75) * 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))
......@@ -155,7 +155,7 @@ newTalent{
points = 5,
require = { level=function(level) return (level - 1) * 4 end },
mode = "passive",
getAttack = function(self, t) return self:combatTalentScale(t, 10, 50) end, -- match values at 1 and 5 for old formula
getAttack = function(self, t) return self:combatTalentScale(t, 10, 50, 0.75) end, -- match values at 1 and 5 for old formula
info = function(self, t)
local attack = t.getAttack(self, t)
return ([[Increases the accuracy of unarmed, melee and ranged weapons by %d.]]):
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment