Commit 6d8e470c91d643cb81739e7325c9c01585df186e

Authored by Chris Davidson
1 parent 5a18e294

Improve Blade of Distorted Time

... ... @@ -124,24 +124,36 @@ newEntity{ base = "BASE_LONGSWORD", define_as = "RIFT_SWORD",
124 124 material_level = 4,
125 125 combat = {
126 126 dam = 40,
127   - apr = 10,
  127 + apr = 40,
128 128 physcrit = 8,
129 129 dammod = {str=0.9,mag=0.2},
130 130 convert_damage={[DamageType.TEMPORAL] = 20},
131   - special_on_hit = {desc="inflicts bonus temporal damage and slows target", fct=function(combat, who, target)
132   - local dam = (20 + who:getMag()/2)
133   - local slow = (10 + who:getMag()/5)/100
134   - who:project({type="hit", range=1}, target.x, target.y, engine.DamageType.CHRONOSLOW, {dam=dam, slow=slow})
  131 + special_on_hit = {
  132 + desc=function(self, who, special)
  133 + local dam, slow = special.proc_values(who)
  134 + return ("deals %d temporal damage and slows enemies in radius 6 of the target by %d%% based on Magic"):format(dam, slow*100)
  135 + end,
  136 + proc_values=function(who)
  137 + local dam = (20 + who:getMag())
  138 + local slow = (30 + who:getMag())/100 -- This doesn't stack with the relatively easy to get basic slow proc, so it gets to be really big
  139 + return dam, slow
  140 + end,
  141 + fct=function(combat, who, target, dam, special)
  142 + local dam, slow = special.proc_values(who)
  143 + who:project({type="ball", range=1, radius=6, friendlyfire=false, selffire=false}, target.x, target.y, engine.DamageType.CHRONOSLOW, {dam=dam, slow=slow})
135 144 end},
136 145 },
137 146 wielder = {
138 147 inc_damage={
139   - [DamageType.TEMPORAL] = 12,
140   - [DamageType.PHYSICAL] = 10,
  148 + [DamageType.TEMPORAL] = 30,
  149 + [DamageType.PHYSICAL] = 30,
141 150 },
  151 + resist_all_on_teleport = 20,
  152 + defense_on_teleport = 20,
  153 + effect_reduction_on_teleport = 20,
142 154 },
143   - max_power = 8, power_regen = 1,
144   - use_talent = { id = Talents.T_RETHREAD, level = 2, power = 8 },
  155 + max_power = 10, power_regen = 1,
  156 + use_talent = { id = Talents.T_BLINK_BLADE, level = 4, power = 10 },
145 157 }
146 158
147 159 newEntity{ base = "BASE_RUNE", define_as = "RUNE_REFLECT",
... ...