Commit addf855a9175e46f134fdf3386daef8a75a0526c

Authored by dg
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
... ... @@ -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)
... ...