[1.6] Annihilation kick

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Preternex
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Joined: Mon Nov 11, 2019 3:46 pm

[1.6] Annihilation kick

#1 Post by Preternex »

So combination kick at talent level 1 supposed to disable physical sustains.
Actually it disables sustains that are not mental or magical:

Code: Select all

checkType = function(self, t, talent)
		if talent.is_spell and self:getTalentLevel(t) < 3 then
			return false
		end
		if talent.is_mind and self:getTalentLevel(t) < 5 then
			return false
		end
		return true
	end
So at talent level 5 it will disable sustains at all.
You can ask "What's wrong with it?".
The problem is there are sustains that aren't referred to as spell or mind, but hardly expected to be physical (Beyond Flesh, Thought forms, Prodigy sustains etc.).
Some talents disable not specific type of sustains but sustains at all (eg. Entropy, Corrupted negation) and it precisely said in description, but combo kick doesn't.
Why is it about Combination kick?
Explosive shot works similarly in disabling physical sustains, but munitions gone.
Ravage effect uses another way to determine physical sustains and it seems wise.

Code: Select all

 if talent.type[1]:find("^technique/") then effs[#effs+1] = {"talent", tid} end 
There are other sustains (like cunning and steamtech) that "seem physical" but after all I'm not the God to decide it :D
Anyway we have two talents that by description disable physical sustains, while in fact it works different.

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