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Commit 3cec68d4 authored by dg's avatar dg
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Lethality crit chance bonus works for all kinds of weapons

git-svn-id: http://svn.net-core.org/repos/t-engine4@6416 51575b47-30f0-44d4-a5cc-537603b46e54
parent d90ff1a1
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......@@ -1055,7 +1055,7 @@ end
function _M:combatCrit(weapon)
weapon = weapon or self.combat or {}
local addcrit = 0
if weapon.talented and weapon.talented == "knife" and self:knowTalent(Talents.T_LETHALITY) then
if weapon.talented and self:knowTalent(Talents.T_LETHALITY) then
addcrit = 1 + self:getTalentLevel(Talents.T_LETHALITY) * 1.3
end
local crit = self.combat_physcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + (weapon.physcrit or 1) + addcrit
......
......@@ -32,7 +32,7 @@ newTalent{
getCriticalChance = function(self, t) return 1 + self:getTalentLevel(t) * 1.3 end,
info = function(self, t)
local critchance = t.getCriticalChance(self, t)
return ([[You have learned to find and hit weak spots. Your strikes have a %0.2f%% greater chance to be critical hits, and your critical hits do %d%% more damage.
return ([[You have learned to find and hit weak spots. All your strikes have a %0.2f%% greater chance to be critical hits, and your critical hits do %d%% more damage.
Also, when using knives, you now use your Cunning instead of your Strength for bonus damage.]]):
format(critchance, self:getTalentLevelRaw(t) * 5)
end,
......
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