diff --git a/game/modules/tome/data/talents/cunning/poisons.lua b/game/modules/tome/data/talents/cunning/poisons.lua index 0da704b40172a88946830285945982796a80f458..ab7abd5b22cbeca9e4b6b5e8a5ad051c6b921be8 100644 --- a/game/modules/tome/data/talents/cunning/poisons.lua +++ b/game/modules/tome/data/talents/cunning/poisons.lua @@ -221,7 +221,7 @@ newTalent{ no_energy = true, tactical = { BUFF = 2 }, getDuration = function(self, t) return 5 + self:getTalentLevel(self.T_VILE_POISONS) end, - getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 60) * 0.6 end, + getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 60) * 0.4 end, proc = function(self, t, target) if not checkChance(self, target) then return end target:setEffect(target.EFF_POISONED, t.getDuration(self, t), {src=self, power=t.getDOT(self, t), max_power=t.getDOT(self, t) * 4}) @@ -253,7 +253,7 @@ newTalent{ no_energy = true, tactical = { BUFF = 2 }, getDuration = function(self, t) return 5 + self:getTalentLevel(self.T_VILE_POISONS) end, - getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 50) * 0.6 end, + getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 50) * 0.4 end, getEffect = function(self, t) return 10 + self:getTalentLevel(self.T_VILE_POISONS) * 3 end, proc = function(self, t, target) if not checkChance(self, target) then return end @@ -286,7 +286,7 @@ newTalent{ no_energy = true, tactical = { BUFF = 2 }, getDuration = function(self, t) return 5 + self:getTalentLevel(self.T_VILE_POISONS) end, - getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 50) * 0.6 end, + getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 50) * 0.4 end, getEffect = function(self, t) return 30 + self:getTalentLevel(self.T_VILE_POISONS) * 5.5 end, proc = function(self, t, target) if not checkChance(self, target) then return end @@ -319,7 +319,7 @@ newTalent{ no_energy = true, tactical = { BUFF = 2 }, getDuration = function(self, t) return 3 + self:getTalentLevel(self.T_VILE_POISONS) end, - getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 50) * 0.6 end, + getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 50) * 0.4 end, getEffect = function(self, t) return 10 + self:getTalentLevel(self.T_VILE_POISONS) * 3 end, proc = function(self, t, target) if not checkChance(self, target) then return end @@ -352,7 +352,7 @@ newTalent{ no_energy = true, tactical = { BUFF = 2 }, getDuration = function(self, t) return 12 - self:getTalentLevel(self.T_VILE_POISONS) end, - getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 30) * 0.6 end, + getDOT = function(self, t) return 8 + self:combatTalentStatDamage(self.T_VILE_POISONS, "cun", 10, 30) * 0.4 end, getEffect = function(self, t) return math.ceil(2 + self:getTalentLevel(t) / 2) end, proc = function(self, t, target) if not checkChance(self, target) then return end