Crafstman Eye : incorrect behavior (or description)
Posted: Wed Sep 19, 2018 10:04 pm
blacksmith/Crafstman Eye states :
while the code is
There is no blind_fight set at TL 5 in the talent and nothing in the DLC or standard code mentions CRAFTS_EYE to process it in another way.
Either this should fixed or the description should be modified to be coherent with the actual behavior of the talent.
Code: Select all
You can easily see the weak points in your enemy's defenses. After all, you know to look for the same flaws in your own work.
This grants %d armour penetration and %d%% critical strike multiplier.
At talent level 5, you can also fight stealthed and invisible creatures without penalty.
Code: Select all
name = "Craftsman's Eye", short_name = "CRAFTS_EYE",
type = {"steamtech/blacksmith",4},
require = str_steamreq4,
no_npc_use = true,
points = 5,
mode = "passive",
passives = function(self, t, p)
self:talentTemporaryValue(p, "combat_apr", self:getTalentLevel(t) * 4)
self:talentTemporaryValue(p, "combat_critical_power", self:getTalentLevel(t) * 5)
end,
Either this should fixed or the description should be modified to be coherent with the actual behavior of the talent.