Tales of Maj'Eyal

Tales of Maj'Eyal

Spellsword
正在显示第 11 - 16 项,共 16 项条目
< 1  >
更新于:2014 年 10 月 20 日 下午 10:50

Change Log:

1) General clean up of code style

2) Modified Elemental strikes (Air,Earth,Fire,Water) to correctly limit their center to 1 square away, even without a target.
code:
if core.fov.distance(self.x, self.y, x, y) > 1 then return nil end

3) Modified Elemental strikes to use combatTalentLimit to limit high level stats to maximum duration of 3 and maximum radius of 9. This changes the duration/radius progression slightly at low talent points.

code:
getDuration = function(self,t) return math.floor(self:combatTalentLimit(t, 4, 1, 3)) end,
radius = function(self, t) return math.floor(self:combatTalentLimit(t,10,0.5,2.5)) end,

4) Inferno cleave had its heal mod changed to match Bleeding Edge.

code:
healloss = function(self,t) return self:combatTalentLimit(t, 100, 17, 50) end,

Also explained that the Str mod of the main hand weapon is used to multiply the flaming wound damage. I.e. normal damage with a 100% Str weapon (1-hander basically), and 120% with your typical 2-hander. A stave, not having a strength mod is only 0.6.

5) Aura of Fire capped at 100% chance.

code:
getChance = function(self,t) return math.min(math.floor(self:combatTalentSpellDamage(t,20,50)),100) end,

6) Water strike ice block hit points changed from:
local hp = 70 + self:combatPhysicalpower() * self:getTalentLevel(t)
to
local hp = 70 + t.getDamage(self,t) * 3
where
getDamage = function(self, t) return self:combatTalentPhysicalDamage(t,10,135) end,

This is more in line with the Freeze spell's ice block effects.

7) Healing waters had the allow_on_heal flag set for the intial heal or residual heals if the amount actually healed is 100 or more at once. Healing waters can now crit, but the maximum residual carry over is the base heal amount. This will allow it to scale better late game, but without people preping it multiple times waiting for a crit.

8) Tidal rush had its targeting type updated to beam, which is closer to what it does, given intervening enemies are either knocked out of the way or swapped with. It represents riding a giant tidal wave over all of them.

Pin duration set to a maximum of 3 turns.

Range changed to same scaling as rush, but with 2 less in min and max (i.e. 4-8 instead of 6-10):
range = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,

9)Drain water of life now has allow_on_heal flag set when it does the heal. Also fixed an incorrect info block.

10) Fixed a typo in the damage Earth Strike main hand weapon was doing (1,1.5) scaling instead the correct (1,1.45) scaling.

11) Learning Earth strike should now mean shields show their melee damage properties when examined.

12) Modified blind duration on Sandblast to be
getDuration = function(self,t) return math.floor(self:combatTalentScale(t, 1, 5)) end,
instead of 1 turn per raw talent point

13) Modified Rolling earth radius and stun duration to match Flameshock

radius = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8, 0.5, 0, 0,true)) end,
getStunDuration = function(self, t) return self:combatTalentScale(t, 3, 7, 0.5, 0, 0,true)
end,

14) Changed Tornado strike buff duration to (still 3 max turns):
getDuration = function(self,t) return math.min(3,self:combatTalentScale(t,1,3)) end,

15) Changed Whirlwind teleport to the same range scaling as Tidal rush:
range = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,

16) Buffed Arcane Stamina to be roughly 1/5th of the Quick Recovery passive per sustain, up from a flat 0.1 per point per sustain.

getStaminaMultiplier = function(self,t) return self:combatTalentScale(t, 0.1, 0.5,0.75) end,

17) Dropped Mana Focus's stamina sustain cost to be mid-way between Arcane Feed and Shadow Feed. Mana regen was placed on the same regeneration scale as Arcane feed and Shadow feed (this is a slight increase). Mana per hit remains the same as Shock Hands.

getManaRegen = function(self, t) return self:combatTalentScale(t, 1/7, 5/7, 0.75) end,
getManaPerHit = function(self,t) return self:getTalentLevel(t)/3 end,

18) Martial Magic duration was nerfed to be in line with Adrenaline Surge. So instead of 4,5,6,7,8, its now 3,4,5,6,7
getDuration = function(self, t) return math.floor(self:combatTalentLimit(t, 24, 3, 7)) end, -- Limit < 24

19)Spellsword combat uses the same chance scaling as Arcane combat, except when using a shield it is at 80% instead of 75% as there are fewer shield-bash type abilities the class has access to.

20) Arcane Prowess switch over to use combatTalentScale, going from 10 to 30 (where Arcane Cunning goes from 20 to 40).

code:
getSpellpower = function(self, t) return self:combatTalentScale(t, 10, 30, 0.75) end,

21) Updated the resistance penetration on Elemental Destruction to match that of Wildfire.
code:
getResistPenalty = function(self, t) return self:combatTalentLimit(t, 100, 17, 50) end, --Limit < 100%

22) Fixed a display bug on Earthen Shield's regen rate (its capped at 10%), the info display keeps going up.

23) Moved superloading onActBase to be callbacks instead for Earthen Shield, Wind Storm, and Aura of Fire.

24) Fixed Master of Weapons actually adding accuracy

更新于:2014 年 10 月 14 日 下午 5:45

Fixed Earthen shield to actually absorb damage. Those using it should see an improvement in survivability.

Removed the buff title display for Earthen Shield, as it wasn't refreshing properly. I believe it was also very occassionally producing an getDisplayName error.

更新于:2014 年 10 月 13 日 下午 9:24

Discovered a bug when I pushed the previous update in Earthen Shield. Apparently upon being reloaded, the earthen shield value had somehow gotten corrupted or unset. Added a sanity check to set earthen shield to 0 if it somehow becomes nil.

更新于:2014 年 10 月 13 日 下午 9:02

Bug fix to martial magic, which once learned was causing stamina and mana using actions to not cost any stamina or mana. It now properly uses stamina and mana.

更新于:2014 年 10 月 12 日 上午 10:04

Modified Master of Weapons accuracy effect increase to not affect "staff" effects, which also includes shields. The scaling damage of procs (such as Spellsword combat) were being increased far too much, possibly more than a factor of 7 times in the most favorable cases.

更新于:2014 年 10 月 11 日 下午 2:03