Spell / Phantasm re-work

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minmay
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Re: Spell / Phantasm re-work

#61 Post by minmay »

Code: Select all

newTalent{
	name = "Shadowstrike",
	type = {"cunning/stealth", 2},
	require = cuns_req2,
	mode = "passive",
	points = 5,
	getMultiplier = function(self, t) return self:getTalentLevel(t) / 7 end,
	info = function(self, t)
		local multiplier = t.getMultiplier(self, t)
		return ([[When striking from stealth, hits are automatically criticals if the target does not notice you just before you land the blow.
		Shadowstrikes do +%.02f%% damage versus a normal critical hit. Ranged attacks have this bonus reduced by 10%% per square.]]):
		format(multiplier * 100)
	end,
}
Last edited by minmay on Wed Sep 11, 2013 5:57 pm, edited 1 time in total.

HousePet
Perspiring Physicist
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Re: Spell / Phantasm re-work

#62 Post by HousePet »

That won't run. :P

So it still does the same damage as a normal critical Illuminate?
Is that enough of a change?
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Doctornull
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Re: Spell / Phantasm re-work

#63 Post by Doctornull »

minmay wrote: [[When striking from stealth, hits are automatically criticals if the target does not notice you just before you land the blow.
Shadowstrikes do +%.02f%% damage versus a normal critical hit. Ranged attacks have this bonus reduced by 10% per square.]]):
Looks plenty clear to me.

Maybe say "ranged attacks, mind powers and spells" just to be totally unambiguous, since we have some rather nit-picky players. ;)
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Hachem_Muche
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Re: Spell / Phantasm re-work

#64 Post by Hachem_Muche »

Another way to put it (assuming we want the bonus to critical chance to also decrease with range) for Shadowstrike:

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[[When striking from stealth, your hits gain an additional 100%% chance to be criticals and %0.02f%% critical multiplier if the target fails a check to notice you just before you land the blow.  These bonuses apply to physical, spell, and mind attacks in melee and at ranged, but are reduced by 10% per grid beyond range 1.]]
and for Lethality:

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[[You have learned to find and hit weak spots. All of your attacks (including melee strikes, spells, and mind powers) have a %0.2f%% greater chance to be critical hits, and your critical hits gain a %0.2f%% bonus to their critical multiplier.  Hitting vulnerable spots is more difficult at range, though, and you lose 10%% of these bonuses for each grid beyond range 1.
		Also, when using knives, you now use your Cunning instead of your Strength for bonus damage.]]
Last edited by Hachem_Muche on Wed Sep 11, 2013 7:01 pm, edited 1 time in total.
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minmay
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Re: Spell / Phantasm re-work

#65 Post by minmay »

HousePet wrote:That won't run. :P
Sorry, shouldn't post at 1 am. fixed

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