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Commit dbff05b1 authored by DarkGod's avatar DarkGod
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Some slight Shalore nerfs (and a buff)

parent d577625f
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......@@ -141,11 +141,11 @@ newTalent{
getSpeed = function(self, t) return self:combatStatScale(math.max(self:getDex(), self:getMag()), 0.1, 0.476, 0.75) end,
tactical = { DEFEND = 1 },
action = function(self, t)
self:setEffect(self.EFF_SPEED, 8, {power=t.getSpeed(self, t)})
self:setEffect(self.EFF_SPEED, 5, {power=t.getSpeed(self, t)})
return true
end,
info = function(self, t)
return ([[Call upon the grace of the Eternals to increase your general speed by %d%% for 8 turns.
return ([[Call upon the grace of the Eternals to increase your general speed by %d%% for 5 turns.
The speed bonus will increase with your Dexterity or Magic (whichever is higher).]]):
format(t.getSpeed(self, t) * 100)
end,
......@@ -158,7 +158,7 @@ newTalent{
points = 5,
mode = "passive",
critChance = function(self, t) return self:combatTalentScale(t, 3, 10, 0.75) end,
critPower = function(self, t) return self:combatTalentScale(t, 6, 25, 0.75) end,
critPower = function(self, t) return self:combatTalentScale(t, 5, 20, 0.75) end,
passives = function(self, t, p)
self:talentTemporaryValue(p, "combat_physcrit", t.critChance(self, t))
self:talentTemporaryValue(p, "combat_spellcrit", t.critChance(self, t))
......@@ -177,7 +177,7 @@ newTalent{
type = {"race/shalore", 3},
require = racial_req3,
points = 5,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 5, 47, 35)) end, -- Limit > 5
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 5, 47, 25)) end, -- Limit > 5
getChance = function(self, t) return self:combatTalentLimit(t, 100, 21, 45) end, -- Limit < 100%
getInvis = function(self, t) return math.ceil(self:combatStatScale("mag" , 7, 25)) end,
mode = "sustained",
......@@ -212,7 +212,7 @@ newTalent{
points = 5,
no_energy = true,
fixed_cooldown = true,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 20, 47, 35)) end, -- Limit to >20
cooldown = 50,
getEffectGood = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5, "log")) end,
getEffectBad = function(self, t) return math.floor(self:combatTalentScale(t, 2.9, 10.01, "log")) end,
tactical = {
......
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