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Commit 0ed134c9 authored by Chris Davidson's avatar Chris Davidson
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Change weapon masteries to sqrt(TalentLevel / 5) / 2 to sqrt(TalentLevel / 5) / 1.5

parent 9a7c6be0
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Showing with 24 additions and 24 deletions
......@@ -25,8 +25,8 @@ newTalent{
points = 5,
require = { stat = { mag=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......
......@@ -37,8 +37,8 @@ newTalent{
self:combatTalentLimit(t, 0.5, 0.067, 0.185),
self:combatTalentScale(t, 5, 9, "log")
end,
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
info = function(self, t)
local m, mm, e, em = t.getValues(self, t)
local damage = t.getDamage(self, t)
......
......@@ -37,8 +37,8 @@ newTalent{
getPowermult = function(self,t,level) return 1.076 + 0.324*(level or self:getTalentLevel(t))^.5 end, --I5
getStatmult = function(self,t,level) return 1.076 + 0.324*(level or self:getTalentLevel(t))^.5 end, --I5
getAPRmult = function(self,t,level) return 0.65 + 0.51*(level or self:getTalentLevel(t))^.5 end, -- I5
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
activate = function(self, t)
local r = {
tmpid = self:addTemporaryValue("psiblades_active", self:getTalentLevel(t)),
......
......@@ -96,8 +96,8 @@ newTalent{
mode = "passive",
require = spells_req2,
points = 5,
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......
......@@ -25,8 +25,8 @@ newTalent{
points = 5,
require = { stat = { dex=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
ammo_mastery_reload = function(self, t)
return math.floor(self:combatTalentScale(t, 0, 2.7, "log"))
end,
......
......@@ -170,8 +170,8 @@ newTalent{
points = 5,
require = { stat = { str=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......@@ -188,8 +188,8 @@ newTalent{
points = 5,
require = { stat = { dex=function(level) return 10 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......@@ -206,8 +206,8 @@ newTalent{
points = 5,
require = { stat = { str=function(level) return 10 + level * 6 end, dex=function(level) return 10 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......
......@@ -71,8 +71,8 @@ newTalent{
points = 5,
require = { stat = { dex=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
getReload = function(self, t)
return math.floor(self:combatTalentScale(t, 0, 2.7, "log"))
end,
......
......@@ -24,8 +24,8 @@ newTalent {
points = 5,
require = { stat = { dex=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
ammo_mastery_reload = function(self, t)
return math.floor(self:combatTalentScale(t, 0, 2.7, "log"))
end,
......
......@@ -25,8 +25,8 @@ newTalent{
points = 5,
require = { stat = { dex=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
ammo_mastery_reload = function(self, t)
return math.floor(self:getTalentLevel(t) / 2)
end,
......
......@@ -59,8 +59,8 @@ newTalent{
points = 5,
require = { stat = { cun=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
getDamage = function(self, t) return 0 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 1.5 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......
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