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Commit e1aadcab authored by DarkGod's avatar DarkGod
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fix

parent e2dd81a8
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......@@ -711,7 +711,7 @@ function _M:attackTargetWith(target, weapon, damtype, mult, force_dam)
weapon.special_on_kill.fct(weapon, self, target)
end
if hitted and crit and not target.dead and self:knowTalent(self.T_BACKSTAB) and not target:attr("stunned") and rng.percent(self:getTalentLevel(self.T_BACKSTAB) * 3) then
if hitted and crit and not target.dead and self:knowTalent(self.T_BACKSTAB) and not target:attr("stunned") and rng.percent(self:callTalentLevel(self.T_BACKSTAB, "getStunChance")) then
if target:canBe("stun") then
target:setEffect(target.EFF_STUNNED, 3, {apply_power=self:combatAttack()})
end
......@@ -1483,7 +1483,7 @@ function _M:physicalCrit(dam, weapon, target, atk, def, add_chance, crit_power_a
end
local crit = false
if self:knowTalent(self.T_BACKSTAB) and target:attr("stunned") then chance = chance + self:getTalentLevel(self.T_BACKSTAB) * 10 end
if self:knowTalent(self.T_BACKSTAB) and target:attr("stunned") then chance = chance + self:callTalent(self.T_BACKSTAB,"getCriticalChance") end
if target:attr("combat_crit_vulnerable") then
chance = chance + target:attr("combat_crit_vulnerable")
......
......@@ -66,7 +66,9 @@ newTalent{
mode = "passive",
points = 5,
require = cuns_req2,
-- called by _M:physicalCrit in mod.class.interface.Combat.la
getCriticalChance = function(self, t) return self:combatTalentScale(t, 15, 50, 0.75) end,
-- called by _M:attackTargetWith in mod.class.interface.Combat.lua
getStunChance = function(self, t) return self:combatTalentLimit(t, 100, 3, 15) end, -- Limit < 100%
info = function(self, t)
return ([[Your quick wit gives you a big advantage against stunned targets; all your hits will have a %d%% greater chance of being critical.
......
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