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Effective talent level
Posted: Thu Sep 23, 2010 8:20 pm
by vstat
From my understanding, the effective talent level is the level in which the talent acts. If I have 4 ranks in a talent with a 1.3 modifier, it should function as if I had 5 ranks in that talent. This does not work with the alchemist protection. I bombed myself when having 4 ranks in it (effective level of 5.2) and took damage. Is this an error, or am I misunderstanding how effective talent level works?
Re: Effective talent level
Posted: Thu Sep 23, 2010 11:02 pm
by Feanor.81
You got it right; the most common example is that with talent mastery 1.30 you only need 4 points in Phase Door to have the ability to teleport other npcs.
But Alchemist Protection is coded to use raw talent level instead of effective talent level; dunno why it has been implemented this way.
Re: Effective talent level
Posted: Thu Sep 23, 2010 11:04 pm
by vstat
Thanks for the answer. Any other talents coded this way? I usually play alchemists and archers. Maybe I can start saving some points and diversifying my portfolio:)
Re: Effective talent level
Posted: Thu Sep 23, 2010 11:10 pm
by Feanor.81
Actually, I too was assuming all talents were based on effective level; this is the first time I see one using raw level, and only noticed because of your post. Don't even know whether this is just a bug or not.
Re: Effective talent level
Posted: Thu Sep 23, 2010 11:12 pm
by vstat
If I'm reading the code correctly, it looks like explosion expert also runs on raw talent. I'll make a post in bugs sections. Hopefully DG can shed some light.
Re: Effective talent level
Posted: Thu Sep 23, 2010 11:15 pm
by Feanor.81
Ok. And if some talents are indeed intended to use raw level, it would be nice then to have evidence of it in talent description.
Re: Effective talent level
Posted: Thu Sep 23, 2010 11:16 pm
by vstat
I certainly hope it's a bug. Seems very unfair to the alchemist. Unless this was a way to try and make it less powerful.
Re: Effective talent level
Posted: Fri Sep 24, 2010 3:57 pm
by Charlatan73
so for something like Repulsion, is there any reason to take more than one level if the only benefit is effective talent level? There's no reduction in stamina cost / cooldown / spaces knocked back, etc.
Re: Effective talent level
Posted: Fri Sep 24, 2010 4:06 pm
by vstat
I don't play many fighters so I'm not too familiar with repulsion. I would think there should be some benefit of pumping more points into it. Otherwise, why not make it a one and one talent.
Re: Effective talent level
Posted: Fri Sep 24, 2010 4:20 pm
by Feanor.81
Actually, the way it is coded, Repulsion's knock-back distance should depend on effective talent level.
Re: Effective talent level
Posted: Fri Sep 24, 2010 4:35 pm
by Charlatan73
ah nice! would be good to include that on the description of the ability going forward. There are other abilities that have similar descriptions "Knockback distance scales with effective talent level" or something like that.
Re: Effective talent level
Posted: Fri Sep 24, 2010 4:43 pm
by Feanor.81
Agree, suggested patch would be:
Code: Select all
info = function(self, t)
return ([[Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away %d grids.]]):format(math.floor(1 + self:getTalentLevel(t)))
Re: Effective talent level
Posted: Fri Sep 24, 2010 5:01 pm
by edge2054
Feanor.81 wrote:Agree, suggested patch would be:
Code: Select all
info = function(self, t)
return ([[Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away %d grids.]]):format(math.floor(1 + self:getTalentLevel(t)))
Good idea. Should cross post it in ideas
