Commit addf855a9175e46f134fdf3386daef8a75a0526c
1 parent
38b55556
Bow & Sling Masery also reduced to 5
git-svn-id: http://svn.net-core.org/repos/t-engine4@5171 51575b47-30f0-44d4-a5cc-537603b46e54
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5 changed files
with
21 additions
and
21 deletions
... | ... | @@ -61,9 +61,9 @@ newTalent{ |
61 | 61 | shots_per_turn = function(self, t) |
62 | 62 | local v = math.max(self:getTalentLevelRaw(self.T_BOW_MASTERY), self:getTalentLevelRaw(self.T_SLING_MASTERY)) |
63 | 63 | local add = 0 |
64 | - if v >= 10 then add = add + 3 | |
65 | - elseif v >= 6 then add = add + 2 | |
66 | - elseif v >= 3 then add = add + 1 | |
64 | + if v >= 5 then add = add + 3 | |
65 | + elseif v >= 4 then add = add + 2 | |
66 | + elseif v >= 2 then add = add + 1 | |
67 | 67 | end |
68 | 68 | return self:getTalentLevelRaw(t) + (self:attr("ammo_reload_speed") or 0) + add |
69 | 69 | end, | ... | ... |
... | ... | @@ -20,19 +20,19 @@ |
20 | 20 | newTalent{ |
21 | 21 | name = "Bow Mastery", |
22 | 22 | type = {"technique/archery-bow", 1}, |
23 | - points = 10, | |
24 | - require = { stat = { dex=function(level) return 12 + level * 3 end }, }, | |
23 | + points = 5, | |
24 | + require = { stat = { dex=function(level) return 12 + level * 6 end }, }, | |
25 | 25 | mode = "passive", |
26 | - getDamage = function(self, t) return self:getTalentLevel(t) * 5 end, | |
27 | - getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end, | |
26 | + getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, | |
27 | + getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, | |
28 | 28 | info = function(self, t) |
29 | 29 | local damage = t.getDamage(self, t) |
30 | 30 | local inc = t.getPercentInc(self, t) |
31 | 31 | return ([[Increases Physical Power by %d. Also increases damage done with bows by %d%%. |
32 | 32 | Also, when using Reload: |
33 | - At level 3 it grants one more reload per turn. | |
34 | - At level 6 it grants two more reloads per turn. | |
35 | - At level 10 it grants three more reloads per turn. | |
33 | + At level 2 it grants one more reload per turn. | |
34 | + At level 4 it grants two more reloads per turn. | |
35 | + At level 5 it grants three more reloads per turn. | |
36 | 36 | ]]): |
37 | 37 | format(damage, inc * 100) |
38 | 38 | end, | ... | ... |
... | ... | @@ -102,7 +102,7 @@ newTalent{ |
102 | 102 | points = 5, |
103 | 103 | require = { stat = { str=function(level) return 12 + level * 6 end }, }, |
104 | 104 | mode = "passive", |
105 | - getDamage = function(self, t) return self:getTalentLevel(t) * 5 end, | |
105 | + getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, | |
106 | 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) |
... | ... | @@ -119,7 +119,7 @@ newTalent{ |
119 | 119 | points = 5, |
120 | 120 | require = { stat = { dex=function(level) return 10 + level * 6 end }, }, |
121 | 121 | mode = "passive", |
122 | - getDamage = function(self, t) return self:getTalentLevel(t) * 5 end, | |
122 | + getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, | |
123 | 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) |
... | ... | @@ -136,7 +136,7 @@ newTalent{ |
136 | 136 | points = 5, |
137 | 137 | require = { stat = { str=function(level) return 10 + level * 6 end, dex=function(level) return 10 + level * 6 end }, }, |
138 | 138 | mode = "passive", |
139 | - getDamage = function(self, t) return self:getTalentLevel(t) * 5 end, | |
139 | + getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, | |
140 | 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) | ... | ... |
... | ... | @@ -20,19 +20,19 @@ |
20 | 20 | newTalent{ |
21 | 21 | name = "Sling Mastery", |
22 | 22 | type = {"technique/archery-sling", 1}, |
23 | - points = 10, | |
24 | - require = { stat = { dex=function(level) return 12 + level * 3 end }, }, | |
23 | + points = 5, | |
24 | + require = { stat = { dex=function(level) return 12 + level * 6 end }, }, | |
25 | 25 | mode = "passive", |
26 | - getDamage = function(self, t) return self:getTalentLevel(t) * 5 end, | |
27 | - getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end, | |
26 | + getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, | |
27 | + getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, | |
28 | 28 | info = function(self, t) |
29 | 29 | local damage = t.getDamage(self, t) |
30 | 30 | local inc = t.getPercentInc(self, t) |
31 | 31 | return ([[Increases Physical Power by %d. Also increases damage done with slings by %d%%. |
32 | 32 | Also, when using Reload: |
33 | - At level 3 it grants one more reload per turn. | |
34 | - At level 6 it grants two more reloads per turn. | |
35 | - At level 10 it grants three more reloads per turn. | |
33 | + At level 2 it grants one more reload per turn. | |
34 | + At level 4 it grants two more reloads per turn. | |
35 | + At level 5 it grants three more reloads per turn. | |
36 | 36 | ]]): |
37 | 37 | format(damage, inc * 100) |
38 | 38 | end, | ... | ... |
... | ... | @@ -50,7 +50,7 @@ newTalent{ |
50 | 50 | require = { stat = { cun=function(level) return 12 + level * 6 end }, }, |
51 | 51 | mode = "passive", |
52 | 52 | getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, |
53 | - getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end, | |
53 | + getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, | |
54 | 54 | info = function(self, t) |
55 | 55 | local damage = t.getDamage(self, t) |
56 | 56 | local inc = t.getPercentInc(self, t) | ... | ... |
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