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Commit e1ba1b5a authored by Chris Davidson's avatar Chris Davidson
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Tweak several dispel talents

This is a bandaid pending some sort of dispel overhaul in the future.  Generally cooldowns are increased so you won't get in situations where your stuff is just getting spam dispelled.
parent e49c234d
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1 merge request!5111.6 Misc
......@@ -52,7 +52,7 @@ newTalent{
type = {"corruption/blight", 2},
require = corrs_req2,
points = 5,
cooldown = 10,
cooldown = 20,
vim = 30,
range = 10,
radius = 3,
......@@ -111,7 +111,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Project a corrupted blast of power that deals %0.2f blight damage and removes up to %d magical or physical sustains or effect(s) from any creatures caught in the radius 3 ball.
return ([[Project a corrupted blast of power that deals %0.2f blight damage and removes up to %d magical or physical effects or any type of sustain from any creatures caught in the radius 3 ball.
For each effect, the creature has a chance to resist based on its spell save.
The damage will increase with your Spellpower.]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 28, 120)), t.getRemoveCount(self, t))
end,
......
......@@ -87,7 +87,7 @@ newTalent{
require = gifts_req_high3,
points = 5,
equilibrium = 20,
cooldown = 25,
cooldown = 12,
range = 8,
radius = 4,
direct_hit = true,
......@@ -96,8 +96,8 @@ newTalent{
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t)}
end,
tactical = { ATTACKAREA = { ACID = 2 }, DISABLE = {blind = 1} },
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 6, 10)) end,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 10, 70) end,
getDuration = function(self, t) return 5 end,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 10, 120) end,
getChance = function(self, t) return self:combatTalentLimit(t, 100, 20, 40) end, --Limit < 100%
removeEffect = function(target) -- remove one random beneficial magical effect or sustain
-- Go through all beneficial magical effects
......@@ -161,7 +161,7 @@ newTalent{
end,
info = function(self, t)
return ([[You call upon the earth to create a blinding, corrosive cloud in an area of radius %d for %d turns.
Each turn, this cloud deals %0.1f acid damage to each foe with a 25%% chance to blind and a (%d%% chance) of burning away one beneficial magical effect.
Each turn, this cloud deals %0.1f acid damage to each foe with a 25%% chance to blind and a (%d%% chance) of burning away one magical sustain or magical beneficial effect.
The damage increases with your Mindpower.]]):
format(self:getTalentRadius(t), t.getDuration(self, t), damDesc(self, DamageType.ACID, t.getDamage(self, t)), t.getChance(self, t))
end,
......
......@@ -24,7 +24,7 @@ newTalent{
points = 5,
random_ego = "utility",
mana = 40,
cooldown = 7,
cooldown = 25,
tactical = { CURE = function(self, t, aitarget)
local nb = 0
for eff_id, p in pairs(self.tmp) do
......
......@@ -26,7 +26,7 @@ newTalent{
require = techs_dex_req1,
points = 5,
random_ego = "attack",
cooldown = 10,
cooldown = 20,
stamina = 40,
message = "@Source@ unleashes a flurry of disrupting kicks.",
tactical = { ATTACK = { weapon = 2 }, },
......@@ -36,7 +36,7 @@ newTalent{
requires_target = true,
--on_pre_use = function(self, t, silent) if not self:hasEffect(self.EFF_COMBO) then if not silent then game.logPlayer(self, "You must have a combo going to use this ability.") end return false end return true end,
getStrikes = function(self, t) return self:getCombo() end,
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 0.1, 0.4) + getStrikingStyle(self, dam) end,
getDamage = function(self, t) return 0.1 + getStrikingStyle(self, dam) end, -- Multihits already do plenty of damage and this has a ton of utility
checkType = function(self, t, talent)
if talent.is_spell and self:getTalentLevel(t) < 3 then
return false
......@@ -189,6 +189,7 @@ newTalent{
target.evasion = 0
local oldlife = target.life
self:logCombat(target, "#Source# strikes at a vital spot on #target#!")
-- SIGH
local do_attack = function() self:attackTarget(target, nil, t.getDamage(self, t), true) end
local ok, err = pcall(do_attack)
target.evasion = evasion
......
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