diff --git a/game/modules/tome/data/talents/techniques/excellence.lua b/game/modules/tome/data/talents/techniques/excellence.lua index 1f0756da193554760fafe80822071fa0f9e836a0..207a9799b91bc504110a74fab6b04776778ab592 100644 --- a/game/modules/tome/data/talents/techniques/excellence.lua +++ b/game/modules/tome/data/talents/techniques/excellence.lua @@ -29,7 +29,7 @@ newTalent{ no_npc_use = true, on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end, requires_target = true, - getNb = function(self, t) return math.floor(self:getTalentLevel(t)) end, + getNb = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5, "log")) end, target = function(self, t) return {type="bolt", range=self:getTalentRange(t), scan_on=engine.Map.PROJECTILE, no_first_target_filter=true} end, @@ -74,7 +74,7 @@ newTalent{ if self:attr("never_move") then return false end return true end, - getDist = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end, + getDist = function(self, t) return math.floor(self:combatTalentLimit(t, 11, 4, 8)) end, archery_onhit = function(self, t, target, x, y) if not target or not target:canBe("knockback") then return end target:knockback(self.x, self.y, t.getDist(self, t)) @@ -115,7 +115,7 @@ newTalent{ return true end, info = function(self, t) - return ([[You rush toward your fow, readying your shot. If you reach it you release the shot, imbuing it with great power. + return ([[You rush toward your fow, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does %d%% weapon damage and knocks back your target by %d.]]): format(self:combatTalentWeaponDamage(t, 1.5, 2.8) * 100, t.getDist(self, t)) end, @@ -131,7 +131,7 @@ newTalent{ require = techs_dex_req_high3, tactical = { BUFF = 2 }, getDist = function(self, t) return math.floor(self:combatTalentScale(t, 1, 3)) end, - getChance = function(self, t) return math.floor(self:combatTalentScale(t, 20, 50)) end, + getChance = function(self, t) return math.floor(self:combatTalentLimit(t, 100, 20, 50)) end, archery_onhit = function(self, t, target, x, y) if not target or not target:canBe("knockback") then return end target:knockback(self.x, self.y, t.getDist(self, t)) @@ -153,8 +153,8 @@ newTalent{ deactivate = function(self, t, p) end, info = function(self, t) - return ([[You highten your reflexes to amazing levels. Each time a creature tries to hit you in melee you have %d%% chances to be fast enough to fire a shot at the attack, fully deflecting it and all others for this turn for this creature. - In addition the shot deals %d%% damage and knocks back the creature by %d.]]) + return ([[Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a %d%% chance get a defensive shot off in time to intercept the attack, fully disrupting it and all other attacks from the attacker for the turn. + In addition, the shot deals %d%% damage and causes %d knockback.]]) :format(t.getChance(self, t), self:combatTalentWeaponDamage(t, 0.4, 0.9) * 100, t.getDist(self, t)) end, } @@ -191,7 +191,7 @@ newTalent{ return true end, info = function(self, t) - return ([[You fire a shot at your target's mouth (ot similar organ), doing %d%% damage and silencing it for %d turns. + return ([[You fire a shot at your target's throat, mouth, or equivalent body part, doing %d%% damage and silencing it for %d turns. The silence chance increases with your Accuracy.]]) :format(self:combatTalentWeaponDamage(t, 0.9, 1.7) * 100, t.getDur(self,t)) end,