However, I'm stumped on how to get it to have its damage based on throw bomb's. It's very easy to give it the same formula as throw bomb, but it feels somewhat weird to need 5 points in it.
I've tried replacing compute damage with
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dam = self:callTalent(self.T_THROW_BOMB "computeDamage", t),
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computeDamage = function(self, t) return self:callTalent(self.T_THROW_BOMB, "computeDamage") end,
attempt to index local 'ammo' a nil value
When I try to add ammo to it it gets... weird.
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computeDamage = function(self, t, ammo) return self:callTalent(self.T_THROW_BOMB, "computeDamage") end,

Disabling zomnibus gives this error instead :
https://imgur.com/a/K2i9n
I've also tried creating a local variable that gets the talent level of throw bomb and then just using that in place of the "t" in the same compute damage block as I have in throw bomb.
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computeDamage = function(self, t, ammo)
local inc_dam = 0
local predam = self:getTalentLevel(self.T_THROW_BOMB)
local damtype = DamageType.SPELLKNOCKBACK
local particle = "ball_physical"
if self:isTalentActive(self.T_ACID_INFUSION) then damtype = DamageType.ACID_BLIND; particle = "ball_acid"
elseif self:isTalentActive(self.T_LIGHTNING_INFUSION) then damtype = DamageType.LIGHTNING_DAZE; particle = "ball_lightning_beam"
elseif self:isTalentActive(self.T_FROST_INFUSION) then damtype = DamageType.ICE_SLOWONLY; particle = "ball_ice"
elseif self:isTalentActive(self.T_FIRE_INFUSION) then damtype = DamageType.FIREBURN; particle = "fireflash"
end
-- want to make field occur twice but am unsure how
inc_dam = inc_dam + (ammo.alchemist_bomb and ammo.alchemist_power or 0) / 100
local dam = self:combatTalentSpellDamage(predam, 5, 175, ((self:combatSpellpower()*1.5 - 5)))
local dam = dam * (1 + inc_dam)
return dam, damtype, particle
end,
edit : I believe i've figured it out. I needed to call it under action(self, t)
like this :
Code: Select all
local dam, damtype, particle = self:callTalent(self.T_THROW_BOMB, "computeDamage", self, t, ammo)