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  1. Jan 19, 2017
  2. Jan 18, 2017
  3. Jan 17, 2017
    • Hachem_Muche's avatar
      Cleanup · 40199ce2
      Hachem_Muche authored
      40199ce2
    • Hachem_Muche's avatar
      Expose Weakness: Reworked: Provides a modest permanent APR bonus. Melee... · 6b7b9356
      Hachem_Muche authored
      Expose Weakness: Reworked: Provides a modest permanent APR bonus.  Melee attack damage nerfed.  Provides a mental buff to the user with bonuses according to what is needed to overcome the target's defenses.
      
      Added a new callback: "callbackOMeleeAttackBonuses" parallel to the existing "Combat:attackTargetWith:attackerBonuses" hook.
      Moved "callbackOMeleeAttack" callback to after "Combat:attackTargetWith" hook. (to be consistent with other parallel hooks/callbacks)
      
      Light Armour Training: Defense bonus buffed slightly.  % Bonus Defense removed.  Mobile defense bonus nerfed.
      
      Trained Reactions: Tweaked Scaling of % reduction and Stamina cost for proc.  Proc stamina cost slightly increased but guaranteed to be more efficient at higher talent levels, depending on Defense.
      6b7b9356
    • Hachem_Muche's avatar
      Fix Whirlwind · e993ccb4
      Hachem_Muche authored
      e993ccb4
  4. Jan 15, 2017
  5. Jan 14, 2017
  6. Jan 13, 2017
  7. Jan 10, 2017
  8. Jan 09, 2017
  9. Jan 08, 2017
  10. Jan 07, 2017
  11. Jan 06, 2017
  12. Jan 04, 2017
  13. Jan 03, 2017
    • Hachem_Muche's avatar
    • DarkGod's avatar
      plop · defe3dcc
      DarkGod authored
      defe3dcc
    • Hachem_Muche's avatar
      Talent updates: · 574b6a98
      Hachem_Muche authored
      Lacerating Strikes: Targets will not bleed if they are missed.
      
      Scoundrel's Strategies: Target must be hit to suffer special effects.  Energy loss can occur only once per turn (per target).  Talent cooldown disruption gets slower scaling.
      
      Snap: Talent tier scales with raw talent level.
      
      Device Mastery: Learn Disarm Trap from level 1 - can actively search for traps at level 1, but still need level 3 to disarm.  The Disarm Trap talent does not break stealth.
      
      Toxic Death: Spreading chance (nerfed) correctly applied to check spreading and checks poison immunity of splash victims.  Cannot spread to source or through intervening actors.  Updated several poison effect definitions to handle temp values properly.
      
      Vulnerability Poison: Damage rescaled (slight nerf)
      
      Bladestorm Trap: Adjusted scaling of construct's defensive stats
      
      Gravitic Trap: General Nerf: Damage scales consistently with other trap damage scaling, pull allows target a power check to resist, cooldown and stamina increased, anomaly duration limited < 1/2 cooldown, does not refund stamina if triggered
      
      Freezing Trap:  Slightly reduced persistent area effect damage, increased cooldown.
      
      Fan of Knives: Range scaling matches that of Throwing Knives.
      
      Stealth:  Combat:attackTarget calls breakStealth() for stealthed attackers.  This fixes a bug causing stealth to be cancelled inappropriately by talents that call attackTarget directly.  Stealth will not break from activating instant use objects.
      
      Soothing Darkness: Flat armour bonus removed, reduces minimum/check range to enemies for Stealth/Shadow Dance when standing in an unlit grid (instead of being automatic), life regeneration depends on both talent level and Cunning.
      
      Shadow Dance: Fixed a bug causing a crash if Stealth is cancelled with Shadow Dance active.  Can be activated with Stealth active.
      
      Dual Weapon Mastery: Nerfed offhand multiple slightly, Number of parries increase (slowly) with Cunning, and chance scales with Dexterity.
      
      Tempo: Energy gain limited < 25% of a turn. Restores stamina on offhand crits.  Stamina recovery rescaled (< 15).
      
      Duelist's Focus: nerfed crit power reduction to be a consistent offset to Lethality.
      
      Evasion:  Moved to tier 1. Still usable while pinned.  Stamina cost penalized by Exhaustion as appropriate.
      
      Disengage: Moved to tier 2.  Cannot be used with heavy armour.  Base range increased to 2, max range limited to 10 or less.  Reduced scaling of movement speed bonus (slight nerf).   When used, triggers 1 turn Evasion (rather than Avoidance) and performs a standard ammo reload (rather than a specific number of shots).
      
      Tumble: Moved to tier 3. Cannot be used with heavy armour or when pinned.  Slightly increased range and reduced base stamina cost. Exhaustion debuff stacks more slowly (50% per use), fades gradually, but increases stamina cost of all Mobility talents (armour fatigue applied correctly).
      
      Trained Reactions:  Moved to tier 4. General rewrite to use stamina more like a life buffer.  Sustain is instant and has no cooldown.  Grants permanent pinning immunity (< 100%).  Damage reduction proc applies to melee and archery damage only and cannot be activated with heavy armour (half effective while pinned).  Triggering damage (as a % of current life) based on both talent level and % of remaining stamina consumed (Typically ranges from 16-65% @ TL 1.3, 9-36% @ TL 6.5.   Stamina cost of proc increases with talent level (talent always becomes more efficient), correctly applies combatFatigue, applied up to once per melee attack.
      
      Device Mastery: Reduced talent tier and Cunning requirement.
      
      Danger Sense: Nerfed for non Dexterity/Cunning classes to prevent it from being too useful for Mages, Oozemancers, Berserkers, etc.  Cooldown scales down (40 to 25, min 10).  Damage reduction % scales with Cunning and Dexterity (10% to 55%, max 75%).  Triggers on a hit doing %(50% to 30%, min 15%) of current life or that would reduce life below 25% of max life.  (These changes may still not be enough to balance this.)
      
      Light Armour Training: Must wear light armour to gain benefit.  Improves armour fatigue (with light armour only).  Removed situational stamina regeneration.
      
      New Dualweapon talents:  (To replace the Precision and Momentum talents (moved to misc/npcs.lua) made redundant by the new duelist tree.  These are niche talents that are useful to all dual wielders.  To be used for NPC's or as an alternative for the Duelist tree for certain classes, like EoR's sawbutchers.)
      
      	Close Combat Management (tier 3):
      	Gives flat damage armour against on hit melee damage when hitting with mainhand and offhand weapons.  May be sustained to reflect some of the resisted damage back to defender.  Provides for generally useful defense for fast attacking dual wielders with some interesting possibilities for turning the target's abilities against itself.
      
      	Offhand Jab (tier 3):
      	Low cooldown attack that attacks with the mainhand weapon plus an unarmed strike, possibly confusing the target.  Roughly as effective as Dual Strike.  Provides another status effect option for dual wielders and a means to take advantage of gloves combat without being disarmed.
      
      Reflex Defense:  nerfed crit power reduction to be a consistent offset to crit power talents
      
      Misc:
      Fixed a bug in melee and archery damageType conversions that prevented all damage from being converted properly.  (Affects Trained Reactions)
      
      The Reduced Vision debuff will not cause NPC's to lose target.
      574b6a98
  14. Dec 28, 2016
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