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[svn, patch] Power Is Money bonus calculated incorrectly

Posted: Fri Jun 10, 2011 2:46 pm
by complexityQuantifier
The bonuses from "Power is Money" are calculated differently for mental and spell saves than they are for physical saves. Right now the Physical save matches the talent description (while the other two saves are getting larger bonuses). This patch makes all three match the description:

Code: Select all

Index: game/modules/tome/class/interface/Combat.lua
===================================================================
--- game/modules/tome/class/interface/Combat.lua	(revision 3610)
+++ game/modules/tome/class/interface/Combat.lua	(working copy)
@@ -829,7 +829,7 @@
 function _M:combatSpellResist()
 	local add = 0
 	if self:knowTalent(self.T_POWER_IS_MONEY) then
-		add = add + util.bound(self.money / (60 - self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 5), 0, self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 10)
+		add = add + util.bound(self.money / (80 - self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 5), 0, self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 10)
 	end
 	return self.combat_spellresist + (self:getMag() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add
 end
@@ -842,7 +842,7 @@
 		add = add + t.getMental(self, t)
 	end
 	if self:knowTalent(self.T_POWER_IS_MONEY) then
-		add = add + util.bound(self.money / (60 - self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 5), 0, self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 10)
+		add = add + util.bound(self.money / (80 - self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 5), 0, self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 10)
 	end
 	return self.combat_mentalresist + (self:getCun() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add
 end

Re: [svn, patch] Power Is Money bonus calculated incorrectly

Posted: Fri Jun 10, 2011 2:50 pm
by jenx
I THOUGHT this was happening but then figured I must be misunderstanding it. I hope this is included in next nets. I LOVE this talent.

Re: [svn, patch] Power Is Money bonus calculated incorrectly

Posted: Sat Jun 11, 2011 9:46 am
by darkgod
fixed