diff --git a/game/modules/tome/data/talents/corruptions/blight.lua b/game/modules/tome/data/talents/corruptions/blight.lua index cf33e79b2642fdae5796bddee97344dc30fb3089..f66f134313d77767c35788839a567822d5e4eecc 100644 --- a/game/modules/tome/data/talents/corruptions/blight.lua +++ b/game/modules/tome/data/talents/corruptions/blight.lua @@ -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, diff --git a/game/modules/tome/data/talents/gifts/eyals-fury.lua b/game/modules/tome/data/talents/gifts/eyals-fury.lua index 6a12d30d6902402bf60631a6712951d008971704..adedbedcddc9fbffa974cb613e851745f6d14faa 100644 --- a/game/modules/tome/data/talents/gifts/eyals-fury.lua +++ b/game/modules/tome/data/talents/gifts/eyals-fury.lua @@ -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, diff --git a/game/modules/tome/data/talents/spells/meta.lua b/game/modules/tome/data/talents/spells/meta.lua index 41a8f6e0f3a962058a6890e8047dda1a5eb5ed00..7816d140fd35b43132a9f442a30cc217dd2d06a0 100644 --- a/game/modules/tome/data/talents/spells/meta.lua +++ b/game/modules/tome/data/talents/spells/meta.lua @@ -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 diff --git a/game/modules/tome/data/talents/techniques/unarmed-discipline.lua b/game/modules/tome/data/talents/techniques/unarmed-discipline.lua index d16104e6a2f6eaa287f9576f7c5a623b1132ac58..15dc1677a3edef83108f968800b6f6920a1697d5 100644 --- a/game/modules/tome/data/talents/techniques/unarmed-discipline.lua +++ b/game/modules/tome/data/talents/techniques/unarmed-discipline.lua @@ -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