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Commit 6cfa6879 authored by DarkGod's avatar DarkGod
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Merge branch 'RogueMisc' into 'master'

Rogue misc

Toxic Death:  Radius increased and chance is always 100%.  This is a very tame effect and buffing it makes the "lesser" poison options of Volatile and Leeching a bit less niche.

Trained Reactions:  Cooldown to 0.  This was intended to be a passive and thus immune to debuff stripping, but since it forces you to use stamina there are potentially situations you want to turn it off.  Ideally, this should just be made immune to sustain removal, but I'm not sure if theres a way to do that?

Blade Flurry:  Adjacent enemy damage to 100% at all ranks.  Endgame this is mostly a scaler you use when you have a lot of spare stamina, this makes it more useful early/mid for minor AoE.

Snap:  Stamina cost halved to 25 and cooldown reduced from 50 to 30.  With fixed cooldown existing now and various other changes there is no need for this to be so expensive.


See merge request !387
parents 7dea8bbd fab009b1
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1 merge request!387Rogue misc
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......@@ -104,7 +104,7 @@ newTalent{
no_break_stealth = true,
no_energy = true,
getSpeed = function(self, t) return self:combatTalentScale(t, 0.10, 0.30, 0.75) end,
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 0.4, 1.0) end,
getDamage = function(self, t) return 1 end,
activate = function(self, t)
return {
combat_physspeed = self:addTemporaryValue("combat_physspeed", t.getSpeed(self, t)),
......@@ -146,8 +146,8 @@ newTalent{
type = {"cunning/lethality",4},
require = cuns_req4,
points = 5,
stamina = 50,
cooldown = 50,
stamina = 25,
cooldown = 30,
tactical = { BUFF = 1 },
fixed_cooldown = true,
getTalentCount = function(self, t) return math.floor(self:combatTalentScale(t, 2, 7, "log")) end,
......
......@@ -107,14 +107,13 @@ newTalent{
points = 5,
mode = "passive",
require = cuns_req2,
getRadius = function(self, t) return math.floor(self:combatTalentLimit(t, 10, 1, 2.7)) end,
getChance = function(self, t) return self:combatTalentLimit(t, 50, 10, 25) end,
getRadius = function(self, t) return math.floor(self:combatTalentLimit(t, 10, 1, 5)) end,
on_kill = function(self, t, target)
local poisons = {}
local to_spread = 0
for k, v in pairs(target.tmp) do
local e = target.tempeffect_def[k]
if e.subtype.poison and v.src == self and rng.percent(t.getChance(self, t)) then
if e.subtype.poison and v.src == self then
print("[Toxic Death] spreading poison", k, target.x, target.y)
poisons[k] = target:copyEffect(k) poisons[k]._from_toxic_death = true
to_spread = to_spread + 1
......@@ -137,7 +136,7 @@ newTalent{
end
end,
info = function(self, t)
return ([[When you kill a creature, all of your poisons affecting it will have a %d%% chance to spread to foes in a radius of %d.]]):format(t.getChance(self, t), t.getRadius(self, t))
return ([[When you kill a creature, all of your poisons affecting it will spread to foes in a radius of %d.]]):format(t.getRadius(self, t))
end,
}
......
......@@ -288,7 +288,7 @@ newTalent {
points = 5,
require = techs_dex_req4,
sustain_stamina = 10,
cooldown = 10,
cooldown = 0,
no_energy = true,
tactical = { DEFEND = 2 },
-- pinImmune = function(self, t) return self:combatTalentLimit(t, 1, .17, .5) end, -- limit < 100%
......
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