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@@ -195,9 +195,7 @@ uberTalent{ |
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#YELLOW#Mind:#LAST# Confuses (power %d%%) for 5 turns.
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Each effect can only happen once per 12 player turns. This does not count as a typical cooldown.
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-
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The damage and effect power increase with your Cunning, the threshold with your level, and the apply power is the highest of your mind or spell power.
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-
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%s]])
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:format(t.getThreshold(self, t), t.getDamage(self, t), self:getTalentRadius(t), t.getAcid(self, t), blight_dam, blight_disease, t.getDarkness(self, t), t.getTemporal(self, t), t.getMind(self, t), str)
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end,
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@@ -265,7 +263,7 @@ uberTalent{ |
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range = 10,
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radius = 3,
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getThreshold = function(self, t) return 16*self.level end,
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- getDamage = function(self, t) return self:combatStatScale("cun", 10, 250) end,
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+ getDamage = function(self, t) return self:combatStatScale("cun", 10, 350) end,
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doProject = function(self, t, damtype, part)
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local tgts = {}
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-- Find everything nearby and pick one at random
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@@ -282,11 +280,6 @@ uberTalent{ |
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local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, friendlyfire=false, talent=t}
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game.level.map:particleEmitter(target.x, target.y, tg.radius, part, {radius=tg.radius})
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self:projectSource(tg, target.x, target.y, damtype, t.getDamage(self, t), nil, t)
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- --self:projectSource(tg, target.x, target.y, function(tx, ty)
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- -- local target = game.level.map(tx, ty, Map.ACTOR)
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- -- if not target or target == self then return end
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- -- DamageType:get(damtype).projector(self, tx, ty, damtype, t.getDamage(self, t))
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- --end)
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end,
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callbackOnRest = function(self, t) self.elemental_surge = nil end, -- No storing damage out of combat
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callbackOnRun = function(self, t) self.elemental_surge = nil end,
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@@ -354,16 +347,15 @@ uberTalent{ |
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return ([[Surround yourself with an elemental aura that stores damage you deal.
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Whenever you have stored %d damage of one type you unleash a powerful blast at a random enemy dealing %d damage of that type in radius %d and granting you one of the following effects:
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- Physical: Cleanse 1 physical debuff and grant immunity to physical debuffs for 2 turns.
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+ Physical: Cleanses 1 physical debuff and grant immunity to physical debuffs for 2 turns.
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#PURPLE#Arcane:#LAST# Increases your mind and spell action speeds by 30%% for 3 turns.
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#LIGHT_RED#Fire:#LAST# Increases all damage dealt by %d%% for 3 turns.
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- #1133F3#Cold:#LAST# Turn your skin into ice for 3 turns increasing armor by %d and dealing %d ice damage to attackers.
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+ #1133F3#Cold:#LAST# Turns your skin into ice for 3 turns increasing armor by %d and dealing %d ice damage to attackers.
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#ROYAL_BLUE#Lightning:#LAST# Increases your movement speed by %d%% for 3 turns.
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- #YELLOW#Light:#LAST# Reduce all cooldowns by 20%% for 3 turns.
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- #LIGHT_GREEN#Nature:#LAST# Cleanse 1 magical debuff and grant immunity to magical debuffs for 2 turns.
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+ #YELLOW#Light:#LAST# Reduces all cooldowns by 20%% for 3 turns.
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+ #LIGHT_GREEN#Nature:#LAST# Cleanses 1 magical debuff and grant immunity to magical debuffs for 2 turns.
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Each effect can only happen once per 12 player turns. This does not count as a typical cooldown.
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-
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The damage and some effect powers increase with your Cunning and the threshold with your level.
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%s]])
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:format(t.getThreshold(self, t), t.getDamage(self, t), self:getTalentRadius(t), t.getFire(self, t), cold.armor, cold.dam, t.getLightning(self, t), str)
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