diff --git a/game/modules/tome/data/talents/misc/races.lua b/game/modules/tome/data/talents/misc/races.lua index 99507d7eb0bea1c781bc3d3fa766f6dc6b1d4739..d22b967ca4a3db98451b87972967106dc71ca207 100644 --- a/game/modules/tome/data/talents/misc/races.lua +++ b/game/modules/tome/data/talents/misc/races.lua @@ -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 = {