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Mobility numbers

Merged Chris Davidson requested to merge Shibari/t-engine4:Mobility into master
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@@ -208,7 +208,7 @@ newTalent{
require = techs_dex_req2,
random_ego = "defensive",
tactical = { ESCAPE = 2, DEFEND = 2 },
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 15, 30, 20)) end, --shorter cooldown but less duration - as especially on randbosses a long duration evasion is frustrating, this makes it a bit more useful for hit and run
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 10, 28, 15)) end, --shorter cooldown but less duration - as especially on randbosses a long duration evasion is frustrating, this makes it a bit more useful for hit and run
base_stamina = 25,
stamina = mobility_stamina,
no_energy = true,
@@ -242,7 +242,7 @@ newTalent {
points = 5,
random_ego = "attack",
on_pre_use = mobility_pre_use,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 4, 13, 7)) end,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 4, 11, 5)) end,
no_energy = true,
no_break_stealth = true,
tactical = { CLOSEIN = 2 },
@@ -305,7 +305,7 @@ newTalent {
getReduction = function(self, t, fake) -- % reduction based on both TL and Defense
return math.max(0.1, self:combatTalentLimit(t, 0.8, 0.25, 0.6))*self:combatLimit(self:combatDefense(fake), 1.0, 0.25, 0, 0.5, 50) -- vs TL/def: 1/10 == ~08%, 1.3/10 == ~10%, 1.3/50 == ~16%, 6.5/50 == ~32%, 6.5/100 = ~40%
end,
getStamina = function(self, t) return 12*(1 + self:combatFatigue()/100)*math.max(0.1, self:combatTalentLimit(t, 0.8, 0.25, 0.65)) end,
getStamina = function(self, t) return 12*(1 + self:combatFatigue()/100)*math.max(0.1, self:combatTalentLimit(t, 0.8, 0.25, 0.45)) end,
getLifeTrigger = function(self, t)
return self:combatTalentLimit(t, 10, 30, 15) -- Limit trigger > 10% life
end,
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