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Commit 84111ce8 authored by Sheila's avatar Sheila
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Buff Mind Sear, Psychic Lobotomy, and Sunder mind to be range 10 while Mind...

Buff Mind Sear, Psychic Lobotomy, and Sunder mind to be range 10 while Mind Storm is sustained. Additionally buffed Synaptic static's damage and radius slightly to match talents like Flash freeze.
parent 96e70ebe
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1 merge request!598Discharge buffs
......@@ -24,7 +24,10 @@ newTalent{
points = 5,
cooldown = 2,
psi = 5,
range = 7,
range = function(self, t)
if self:isTalentActive(self.T_MIND_STORM) then return 10 end
return 7
end,
direct_hit = true,
requires_target = true,
target = function(self, t)
......@@ -60,12 +63,15 @@ newTalent{
require = psi_wil_req2,
points = 5,
cooldown = 8,
range = 7,
range = function(self, t)
if self:isTalentActive(self.T_MIND_STORM) then return 10 end
return 7
end,
psi = 10,
direct_hit = true,
requires_target = true,
tactical = { ATTACK = { MIND = 2 }, DISABLE = { confusion = 2 } },
getDamage = function(self, t) return self:combatTalentMindDamage(t, 20, 200) end,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 10, 200) end,
getPower = function(self, t) return self:combatTalentMindDamage(t, 10, 50) end, --2x cunning damage
-- confusion effect implemented in "LOBOTOMIZED" effect in data\timed_effects\mental.lua
getConfuse = function(self, t) return self:combatLimit(t.getPower(self,t), 50, 0, 0, 34.7, 34.7) end, -- Limit < 50%
......@@ -113,10 +119,10 @@ newTalent{
range = 0,
direct_hit = true,
requires_target = true,
radius = function(self, t) return math.min(7, 2 + math.ceil(self:getTalentLevel(t)/2)) end,
target = function(self, t) return {type="ball", radius=self:getTalentRadius(t), range=self:getTalentRange(t), talent=t, selffire=false} end,
radius = function(self, t) return math.floor(self:combatTalentScale(t, 2, 6)) end,
target = function(self, t) return {type="ball", radius=self:getTalentRadius(t), range=self:getTalentRange(t), talent=t, friendlyfire=false, selffire=false} end,
tactical = { ATTACKAREA = { MIND = 3 }, DISABLE=1 },
getDamage = function(self, t) return self:combatTalentMindDamage(t, 20, 200) end,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 10, 250) end,
action = function(self, t)
local tg = self:getTalentTarget(t)
self:project(tg, self.x, self.y, DamageType.MIND, {dam=self:mindCrit(self:combatTalentMindDamage(t, 20, 200)), crossTierChance=100} )
......@@ -140,7 +146,10 @@ newTalent{
cooldown = 4,
psi = 5,
tactical = { ATTACK = { MIND = 2}, DISABLE = 1},
range = 7,
range = function(self, t)
if self:isTalentActive(self.T_MIND_STORM) then return 10 end
return 7
end,
requires_target = true,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 10, 150) end,
target = function(self, t)
......
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