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All talents have been re-coded to remove artificial break points in scaling. New scaling should approximately match the same values at the same talent levels.
Talent costs have been adjusted to be more in line with other stamina users with respect to the damage and utility of the talent.
Many talent damage formuals have been adjusted to increase the minimum value and bring them somewhat more in line with other weapon damage talents, although in some cases even considerable adjustment has left them with larger scaling variation than many other weapon damage scaling formulas. Maximum values remain the same, giving better returns at lower talent levels as a result.
Trapping mastery reduced to 1.0.
Poisons mastery is bumped up to 1.3 (from 1.2; still locked)
Stealth is granted, locked at 1.0 mastery.
'Buckler Expertise' has had the description updated to reflect what it actually does (i.e. it now notes that melee attack deflection does not work in heavy armor) and grants armor and hardiness while wearing light armor.
'Bash and Smash' now scales in the second shield hit as a chance to occur (50-100%). Moved to teir 3.
'Buckler Mastery' no longer has scaling projectile spread radius (projectiles will always be deflected in a radius of 1). Buckler Mastery now grants immunity to damage from your own projectiles. The critical strike for Bash and Smash now scales in as increased crit chance (50-100%) for the shield hit(s). Moved to teir 4.
'Counter Shot' has been replaced with 'Dash and Crash', a new teir 2 talent which will rush toward a targeted foe, strike with your shield, and activate Block for free. If the shield strike hits, the target may be confused.
'Breathing Room' is reworked. It now adds stacks of the new 'Breathing Room' effect each turn their are no enemies adjacent to you. The effect increases life and stamina regen and can stack up to 4 times. You will lose one stack per turn if an enemy is adjacent to you.
'Dauntless Challanger' has been reworked. Rather than passively granting regen based on enemies in sight, you now activate the talent to consume all stacks of Breathing Room and gain the Dauntless Challenger effect for X turns. The effect grants 200% of the stamina regen and 400% of the life regen granted by Breathing Room, multiplied by the number of stacks consumed. You cannot gain stacks of Breathing Room while under this effect, but the regeneration from Dauntless Challenger will persist regardless of enemy location, etc.
'The Eternal Warrior' now scales in the 'Breathing Room' regeneration bonus from 10%-20% (which also improves 'Dauntless Challenger' as a result).
'Sling Supremacy' now allows you to reload when using Block.
'Swift Shot' will completely reset Hurricane Shot, rather than reducing the cooldown by one. Cooldown increased to 6 from 5. Fixed a bug from vanilla in Swift Shot's cooldown by movement handling from.
'Hurricane Shot' now always hits targets only once, but the damage scaling is doubled. Projectiles from this attack now travel instantly. Cooldown reduced to 6 from 7.
'Bombardment' has been totally reworked. The sustain now costs 20 stamina and increases fatigue by 65% and causes Shoot to cost 5 stamina. While active, all archery attacks will trigger an instant shot for [20-40]% weapon damage, up to twice per target per turn.
'Called Shots' projectiles now travel effectively instantly.
'Kneecapper' has improved pin/slow duration scaling.
'Noggin Knocker' now scales the stun/increase duration from 1 (at tl1) to 2 (at ~tl5).
'Sling Sniper' scales in all bonuses from the first point.