More continuous talent scaling (and avoided crashes)
Posted: Sun Apr 28, 2013 5:25 am
It's lame when cat points etc don't do anything or after a point two levels are identical. Also using continuous functions is cooler.
So for instance, oozewalk can have energy = 1 / (1 + 4 * (self:getTalentLevel() - 1) ^ 2 / 49) which mostly lines up for all but the last few values, and also prevents bugs when a level 93 oozemancer worm that walks has over 13 oozewalk. Necromancer minions could also serve to get this. I can probably get a formula for them too, or any skill at all for that matter.
So for instance, oozewalk can have energy = 1 / (1 + 4 * (self:getTalentLevel() - 1) ^ 2 / 49) which mostly lines up for all but the last few values, and also prevents bugs when a level 93 oozemancer worm that walks has over 13 oozewalk. Necromancer minions could also serve to get this. I can probably get a formula for them too, or any skill at all for that matter.