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Commit 1d720f70 authored by Lisa Greene's avatar Lisa Greene
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Tune undead talent scaling

parent 110bca3b
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1 merge request!663Misc talent scaling changes
......@@ -45,9 +45,9 @@ newTalent{
tactical = { CLOSEIN = 3 },
direct_hit = true,
fixed_cooldown = true,
cooldown = function(self, t) return math.floor(self:combatTalentLimit(t, 5, 25, 15)) end,
cooldown = function(self, t) return math.floor(self:combatTalentLimit(t, 5, 20, 10, false, 1.1)) end,
range = function(self, t) return math.floor(self:combatTalentScale(t, 5, 10, 0.5, 0, 1)) end,
getSpeed = function(self, t) return math.floor(self:combatTalentLimit(t, 40, 20, 30)) end,
getSpeed = function(self, t) return math.floor(self:combatTalentLimit(t, 40, 20, 30, false, 1.1)) end,
requires_target = true,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), nolock=true}
......@@ -106,7 +106,7 @@ newTalent{
target = function(self, t) return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire = not self:attr("undead")} end, --selffire is set only for the ai, the map effect doesn't use it
requires_target = true,
getduration = function(self, t) return 10 end,
getPurgeChance = function(self, t) return self:combatTalentLimit(t, 100, 5, 25) end, -- Limit < 100%
getPurgeChance = function(self, t) return self:combatTalentLimit(t, 100, 10, 33, false, 1.1) end, -- Limit < 100%
-- status effect removal handled in mod.data.damage_types (type = "RETCH")
action = function(self, t)
local duration = t.getduration(self, t)
......@@ -149,8 +149,8 @@ newTalent{
is_melee = true,
target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end,
getDamage = function(self, t) return self:combatTalentScale(t, 1, 1.6) end,
getDuration = function(self, t) return math.floor(self:combatTalentLimit(t, 10, 3, 6)) end,
getGhoulDuration = function(self, t) return math.floor(self:combatTalentLimit(t, 10, 3, 6)) end,
getDuration = function(self, t) return math.floor(self:combatTalentLimit(t, 10, 3, 7, false, 1.1)) end,
getGhoulDuration = function(self, t) return math.floor(self:combatTalentLimit(t, 10, 3, 7, false, 1.1)) end,
getDiseaseDamage = function(self, t) return self:combatTalentStatDamage(t, "con", 10, 70) end,
spawn_ghoul = function (self, target, t)
local x, y = util.findFreeGrid(target.x, target.y, 10, true, {[Map.ACTOR]=true})
......
......@@ -39,7 +39,7 @@ newTalent{
type = {"undead/skeleton", 2},
require = undeads_req2,
points = 5,
cooldown = function(self, t) return self:combatTalentLimit(t, 10, 30, 16) end,
cooldown = function(self, t) return self:combatTalentLimit(t, 10, 25, 15, false, 1.1) end,
tactical = { DEFEND = 2 },
getShield = function(self, t)
return 3.5*self:getDex()+self:combatTalentScale(t, 120, 400) + self:combatTalentLimit(t, 0.1, 0.01, 0.05)*self.max_life
......@@ -66,7 +66,7 @@ newTalent{
mode = "passive",
range = 1,
-- called by _M:on_set_temporary_effect function in mod.class.Actor.lua
durresist = function(self, t) return self:combatTalentLimit(t, 1, 0.1, 5/12) end, -- Limit < 100%
durresist = function(self, t) return self:combatTalentLimit(t, 1, 0.1, 5/12, false, 1.1) end, -- Limit < 100%
info = function(self, t)
return ([[Your undead bones are very resilient, reducing the duration of all detrimental effects on you by up to %d%%.]]):
tformat(100 * t.durresist(self, t))
......@@ -78,9 +78,9 @@ newTalent{ short_name = "SKELETON_REASSEMBLE",
type = {"undead/skeleton",4},
require = undeads_req4,
points = 5,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 10, 30, 16)) end, -- Limit cooldown >10
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 10, 30, 15, false, 1.1)) end, -- Limit cooldown >10
getHeal = function(self, t)
return self:combatTalentScale(t, 100, 500) + self:combatTalentLimit(t, 0.1, 0.01, 0.05)*self.max_life
return self:combatTalentScale(t, 100, 500) + self:combatTalentLimit(t, 0.1, 0.01, 0.05, false, 1.1)*self.max_life
end,
tactical = { HEAL = 2 },
is_heal = true,
......
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