HousePet wrote:Gems is tricky due to the way it doesn't actually have the items in it, but a couple of functions that creates the items.
It should be possible to change the items after they have been created though.
Which value are you changing, and do you really need to change it?
Well, it's not a must, but I'd need to redo my balance formula otherwise. I changed the throw bomb damage formula, it no longer takes into account the field that provides extra power for diamond-type gems (ie +25%). Now all gems, instead of having their spellpower added to spellpower then averaged for the bonus spellpower calculation, instead use their power field as a multiplier - this was to make it more predictable what effect each gem would have when I wanted to balance.
Here's the damage calculation :
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inc_dam = inc_dam + (ammo.alchemist_bomb and [b]ammo.alchemist_power [/b]or 0) / 100
local dam =self:combatTalentSpellDamage(t, 5, 175, ((self:combatSpellpower()*1.35 - 5)))
dam = dam * (1 + inc_dam)
Here's what it is in yours (and normal tome alchemists) :
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inc_dam = inc_dam + (ammo.alchemist_bomb and[b] ammo.alchemist_bomb.power[/b] or 0) / 100
local dam = self:combatTalentSpellDamage(t, 15, 150, ((ammo.alchemist_power or 0) + self:combatSpellpower()) / 2)
dam = dam * (1 + inc_dam)
So the difference is that the alchemist_bomb.power field is no longer used, which nerfs the diamond style gems. (My numbers may need tweaked a bit regardless). I could do something like
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inc_dam = inc_dam +(ammo.alchemist_bomb and ammo.alchemist_power and ammo.alchemist_bomb.power or 0)/100
but I think I tried that and it didn't work, originally. There's probably a work around though.
So what wound up happening is that I changed the alchemist power values on those gems by adding their additional power field so diamond became 95, etc. I also nerfed bloodstone/garnet power a bit because of the synergy with gem armor, but that may have been unnecessary now that I think about it.
I've changed it to this, which should let me get rid of overloading gems. Not sure how well our different infusions are going to play together, though.
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bomb.computeDamage= function(self, t, ammo)
local inc_dam = 0
local powe = ammo.alchemist_bomb.power or 0
local damtype = DamageType.PHYSICAL
local particle = "ball_physical"
if self:isTalentActive(self.T_ACID_INFUSION) then damtype = DamageType.ACID_BLIND; particle = "ball_acid"
elseif self:isTalentActive(self.T_LIGHTNING_INFUSION) then damtype = DamageType.LIGHTNING_DAZE; particle = "ball_lightning_beam"
elseif self:isTalentActive(self.T_FROST_INFUSION) then damtype = DamageType.ICE_SLOWONLY; particle = "ball_ice"
elseif self:isTalentActive(self.T_FIRE_INFUSION) then damtype = DamageType.FIREBURNER; particle = "fireflash"
elseif self:isTalentActive(self.T_AETHER_INFUSION) then damtype = DamageType.AETHER_GEM; particle = "ball_arcane"
elseif self:isTalentActive(self.T_SHRAPNEL_INFUSION) then damtype = DamageType.PHYSICAL_SHRAPNEL; particle = "vapour_explosion"
end
inc_dam = inc_dam + ((ammo.alchemist_bomb and ammo.alchemist_power or 0)+powe) / 100
local dam =self:combatTalentSpellDamage(t, 5, 175, ((self:combatSpellpower()*1.35 - 5)))
dam = dam * (1 + inc_dam)
return dam, damtype, particle
end
I'll push out an update shortly with this change. Will overloading golemancy also be a problem or no?
Update pushed, for both alchrevision and steamchemist (should have no gameplay differences)