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Commit a1e4b9cd authored by DarkGod's avatar DarkGod
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Merge branch 'Mobility' into 'master'

Mobility numbers

Minor tuning of Mobility numbers, notably less stamina cost on TR.  razakai has approved these in chat.

See merge request !424
parents f541573e f7805b6b
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......@@ -208,7 +208,7 @@ newTalent{
require = techs_dex_req2,
random_ego = "defensive",
tactical = { ESCAPE = 2, DEFEND = 2 },
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 15, 30, 20)) end, --shorter cooldown but less duration - as especially on randbosses a long duration evasion is frustrating, this makes it a bit more useful for hit and run
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 10, 28, 15)) end, --shorter cooldown but less duration - as especially on randbosses a long duration evasion is frustrating, this makes it a bit more useful for hit and run
base_stamina = 25,
stamina = mobility_stamina,
no_energy = true,
......@@ -242,7 +242,7 @@ newTalent {
points = 5,
random_ego = "attack",
on_pre_use = mobility_pre_use,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 4, 13, 7)) end,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 4, 11, 5)) end,
no_energy = true,
no_break_stealth = true,
tactical = { CLOSEIN = 2 },
......@@ -305,7 +305,7 @@ newTalent {
getReduction = function(self, t, fake) -- % reduction based on both TL and Defense
return math.max(0.1, self:combatTalentLimit(t, 0.8, 0.25, 0.6))*self:combatLimit(self:combatDefense(fake), 1.0, 0.25, 0, 0.5, 50) -- vs TL/def: 1/10 == ~08%, 1.3/10 == ~10%, 1.3/50 == ~16%, 6.5/50 == ~32%, 6.5/100 = ~40%
end,
getStamina = function(self, t) return 12*(1 + self:combatFatigue()/100)*math.max(0.1, self:combatTalentLimit(t, 0.8, 0.25, 0.65)) end,
getStamina = function(self, t) return 12*(1 + self:combatFatigue()/100)*math.max(0.1, self:combatTalentLimit(t, 0.8, 0.25, 0.45)) end,
getLifeTrigger = function(self, t)
return self:combatTalentLimit(t, 10, 30, 15) -- Limit trigger > 10% life
end,
......
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