I think equilibrium and paradox based talents should probably be modified to have their weights reduced as the fail rate increases, thus allowing other talents to gain preference over them. For example:
Code: Select all
newTalent{
name = "Gravity Spike",
...
tactical = { ATTACKAREA = function(self, t)
local _, failure_chance = self:paradoxFailChance()
return 2 * (1 - failure_chance / 100)
end,
DISABLE = function(self, t)
local _, failure_chance = self:paradoxFailChance()
return 2 * (1 - failure_chance / 100)
end
},
...