diff --git a/game/modules/tome/data/talents/chronomancy/bow-threading.lua b/game/modules/tome/data/talents/chronomancy/bow-threading.lua index 6e129608f0490069a6d082d5b3cf557076a59c19..71043fe65ba31b6cd774505f840126a577785105 100644 --- a/game/modules/tome/data/talents/chronomancy/bow-threading.lua +++ b/game/modules/tome/data/talents/chronomancy/bow-threading.lua @@ -166,9 +166,9 @@ newTalent{ radius = function(self, t) return math.floor(self:combatTalentScale(t, 2.3, 3.7)) end, speed = 'archery', getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.5) end, - getDamageAoE = function(self, t) return self:combatTalentSpellDamage(t, 25, 290, getParadoxSpellpower(self, t)) end, + getDamageAoE = function(self, t) return self:combatTalentSpellDamage(t, 25, 230, getParadoxSpellpower(self, t)) end, target = function(self, t) - return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, selffire=false} + return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t} end, on_pre_use = function(self, t, silent) if not doWardenPreUse(self, "bow") then if not silent then game.logPlayer(self, "You require a bow to use this talent.") end return false end return true end, archery_onhit = function(self, t, target, x, y) @@ -210,7 +210,9 @@ newTalent{ -- 25% bonus damage per target beyond the first local dam = self:spellCrit(t.getDamageAoE(self, t)) - dam = dam + math.min(dam, dam*(#tgts-1)/4) + if #tgts > 0 then + dam = dam + math.min(dam, dam*(#tgts-1)/4) + end -- Project our damage last based on number of targets hit self:project(tg, x, y, function(px, py) @@ -244,7 +246,7 @@ newTalent{ local damage = t.getDamage(self, t) * 100 local radius = self:getTalentRadius(t) local aoe = t.getDamageAoE(self, t) - return ([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all creatures aside from you in a radius of %d and inflict %0.2f physical damage. + return ([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all creatures in a radius of %d and inflict %0.2f physical damage. Each target moved beyond the first deals an additional %0.2f physical damage (up to %0.2f bonus damage). Targets take reduced damage the further they are from the epicenter (20%% less per tile). The additional damage scales with your Spellpower.]])