Commit 04b9578627c8445be7f850c189bb9c15123d7037
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
Showing
2 changed files
with
14 additions
and
14 deletions
... | ... | @@ -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) | ... | ... |
-
Please register or login to post a comment