[b40] Alchemist explosives tree bugs

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

[b40] Alchemist explosives tree bugs

#1 Post by lukep »

- The +damage% from diamonds, rubies etc... currently only applies when you are using fire infusion as an alchemist. This can be changed so that it is always applied by changing:

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		if self:isTalentActive(self.T_ACID_INFUSION) then inc_dam = acidi.getIncrease(self,acidi); damtype = DamageType.ACID_BLIND; particle = "ball_acid"
		elseif self:isTalentActive(self.T_LIGHTNING_INFUSION) then inc_dam = lightningi.getIncrease(self,lightningi); damtype = DamageType.LIGHTNING_DAZE; particle = "ball_lightning"
		elseif self:isTalentActive(self.T_FROST_INFUSION) then inc_dam = frosti.getIncrease(self,frosti); damtype = DamageType.ICE; particle = "ball_ice"
		else inc_dam = fireinf.getIncrease(self,fireinf) + (ammo.alchemist_bomb and ammo.alchemist_bomb.power or 0) / 100; damtype = self:knowTalent(self.T_FIRE_INFUSION) and DamageType.FIREBURN or DamageType.FIRE
to:

Code: Select all

		if self:isTalentActive(self.T_ACID_INFUSION) then inc_dam = acidi.getIncrease(self,acidi) + (ammo.alchemist_bomb and ammo.alchemist_bomb.power or 0) / 100; damtype = DamageType.ACID_BLIND; particle = "ball_acid"
		elseif self:isTalentActive(self.T_LIGHTNING_INFUSION) then inc_dam = lightningi.getIncrease(self,lightningi) + (ammo.alchemist_bomb and ammo.alchemist_bomb.power or 0) / 100; damtype = DamageType.LIGHTNING_DAZE; particle = "ball_lightning"
		elseif self:isTalentActive(self.T_FROST_INFUSION) then inc_dam = frosti.getIncrease(self,frosti) + (ammo.alchemist_bomb and ammo.alchemist_bomb.power or 0) / 100; damtype = DamageType.ICE; particle = "ball_ice"
		else inc_dam = fireinf.getIncrease(self,fireinf) + (ammo.alchemist_bomb and ammo.alchemist_bomb.power or 0) / 100; damtype = self:knowTalent(self.T_FIRE_INFUSION) and DamageType.FIREBURN or DamageType.FIRE
Shockwave bomb has its damage increased by investment in Fire Infusion, which seems odd, and is undocumented. This can be removed by changing:

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		inc_dam = self:getTalentLevel(self.T_FIRE_INFUSION) * 0.05 + (ammo.alchemist_bomb and ammo.alchemist_bomb.power or 0) / 100
to:

Code: Select all

		inc_dam = (ammo.alchemist_bomb and ammo.alchemist_bomb.power or 0) / 100
Explosion Expert's radius display is deceptive IMO. It should be one higher (2, 3, 4, 5, 6) instead of (1, 2, 3, 4, 5).

Basically, everything covered in this addon(though it may be outdated).
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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