
The talent itself does this:
Code: Select all
self:attackTarget(target, (self:getTalentLevel(t) >= 2) and DamageType.ACID_BLIND or DamageType.ACID, self:combatTalentWeaponDamage(t, 0.1, 0.60), true)
self:attackTarget(target, (self:getTalentLevel(t) >= 4) and DamageType.ACID_BLIND or DamageType.ACID, self:combatTalentWeaponDamage(t, 0.1, 0.60), true)
self:attackTarget(target, (self:getTalentLevel(t) >= 6) and DamageType.ACID_BLIND or DamageType.ACID, self:combatTalentWeaponDamage(t, 0.1, 0.60), true)
self:attackTarget(target, (self:getTalentLevel(t) >= 8) and DamageType.ACID_BLIND or DamageType.ACID, self:combatTalentWeaponDamage(t, 0.1, 0.60), true)
return true
Code: Select all
if target and rng.percent(25) then
if target:canBe("blind") then
target:setEffect(target.EFF_BLINDED, 3, {src=src, apply_power=src:combatSpellpower()})
else
game.logSeen(target, "%s resists!", target.name:capitalize())
end
end
Ice Claw does ICE damage on sufficiently high level. It in turn has 25% chance to apply FREEZE type. FREEZE also uses Spellpower... That would explain why I've heard from many people that Ice Claw hardly ever freezes.

LIGHTNING_DAZE also uses Spellpower.
Bellowing Roar uses CONFUSION that uses Spellpower again, but the talent itself seems to be handling it appropriately:
Code: Select all
self:project(tg, self.x, self.y, DamageType.CONFUSION, {
dur=3,
dam=40 + 6 * self:getTalentLevel(t),
power_check=function() return self:combatPhysicalpower() end,
resist_check=self.combatPhysicalResist,
}, {type="flame"})
Also unrelated, LEAVES (from Leaves Tide?) doesn't seem to check for cut immunity.
ACID_DISARM and ACID_CORRODE both use Mindpower which is good.
Still I think reworking the damage types so they use whatever power the invoking talent tells them to might be a better idea. I'll leave that to actual developer to think over though.
