Commit 04b9578627c8445be7f850c189bb9c15123d7037

Authored by dg
1 parent b9288a7b

Weapon Mastery, Knives Mastery, Exotic Mastery and Combat Accuracy now have only…

… 5 levels instead of 10 (scale end benefi, just spread over less points). So melee classes will have more generic points for "other" toys


git-svn-id: http://svn.net-core.org/repos/t-engine4@5169 51575b47-30f0-44d4-a5cc-537603b46e54
... ... @@ -862,7 +862,7 @@ end
862 862 --- Gets the attack
863 863 function _M:combatAttackBase(weapon, ammo)
864 864 weapon = weapon or self.combat or {}
865   - return 4 + self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4
  865 + return 4 + self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 10 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4
866 866 end
867 867 function _M:combatAttack(weapon, ammo)
868 868 local stats
... ... @@ -964,7 +964,7 @@ function _M:combatDamage(weapon)
964 964 end
965 965 end
966 966
967   - local talented_mod = math.sqrt(self:combatCheckTraining(weapon) / 10) / 2 + 1
  967 + local talented_mod = math.sqrt(self:combatCheckTraining(weapon) / 5) / 2 + 1
968 968
969 969 local power = math.max((weapon.dam or 1), 1)
970 970 power = (math.sqrt(power / 10) - 1) * 0.5 + 1
... ...
... ... @@ -85,10 +85,10 @@ newTalent{
85 85 newTalent{
86 86 name = "Combat Accuracy", short_name = "WEAPON_COMBAT",
87 87 type = {"technique/combat-training", 1},
88   - points = 10,
89   - require = { level=function(level) return (level - 1) * 2 end },
  88 + points = 5,
  89 + require = { level=function(level) return (level - 1) * 4 end },
90 90 mode = "passive",
91   - getAttack = function(self, t) return self:getTalentLevel(t) * 5 end,
  91 + getAttack = function(self, t) return self:getTalentLevel(t) * 10 end,
92 92 info = function(self, t)
93 93 local attack = t.getAttack(self, t)
94 94 return ([[Increases accuracy of unarmed, melee and ranged weapons by %d.]]):
... ... @@ -99,11 +99,11 @@ newTalent{
99 99 newTalent{
100 100 name = "Weapons Mastery",
101 101 type = {"technique/combat-training", 1},
102   - points = 10,
103   - require = { stat = { str=function(level) return 12 + level * 3 end }, },
  102 + points = 5,
  103 + require = { stat = { str=function(level) return 12 + level * 6 end }, },
104 104 mode = "passive",
105 105 getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
106   - getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end,
  106 + getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
107 107 info = function(self, t)
108 108 local damage = t.getDamage(self, t)
109 109 local inc = t.getPercentInc(self, t)
... ... @@ -116,11 +116,11 @@ newTalent{
116 116 newTalent{
117 117 name = "Knife Mastery",
118 118 type = {"technique/combat-training", 1},
119   - points = 10,
120   - require = { stat = { dex=function(level) return 10 + level * 3 end }, },
  119 + points = 5,
  120 + require = { stat = { dex=function(level) return 10 + level * 6 end }, },
121 121 mode = "passive",
122 122 getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
123   - getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end,
  123 + getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
124 124 info = function(self, t)
125 125 local damage = t.getDamage(self, t)
126 126 local inc = t.getPercentInc(self, t)
... ... @@ -133,11 +133,11 @@ newTalent{
133 133 name = "Exotic Weapons Mastery",
134 134 type = {"technique/combat-training", 1},
135 135 hide = true,
136   - points = 10,
137   - require = { stat = { str=function(level) return 10 + level * 3 end, dex=function(level) return 10 + level * 3 end }, },
  136 + points = 5,
  137 + require = { stat = { str=function(level) return 10 + level * 6 end, dex=function(level) return 10 + level * 6 end }, },
138 138 mode = "passive",
139 139 getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
140   - getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end,
  140 + getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
141 141 info = function(self, t)
142 142 local damage = t.getDamage(self, t)
143 143 local inc = t.getPercentInc(self, t)
... ...