Quote:
Originally Posted by pr0
As an update for the mind skill sense weakness I have now taken tier 2 and tier 3 with the same viking units:
Warrior Maiden, Berzerker, Jarl, Axe thrower, Soothsayer.
Lvl 1 gives a universal +6% critical, Lvl 2 gives nothing and level 3 gave Warrior Maidens and Axe Throwers +2% critical chance and everything else +3%. I initially thought that it increased the percentage dependent on the units base crit rating but soothsayers went from 20% crit to 23% whilst axe throwers went from 24% to 26% as did Warrior Maidens.
So now I am officially confused - and have 22 mind runes to use 
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I'm trying really hard to figure out what "espace" means... *sigh* They really did a horrible job with some of these tooltips.
Anyway, the numbers don't make a lot of sense. There seems to be a typo based on the tooltip, as the level 2 has a -5% where the other two levels have a 3% and 7% respectively. But that doesn't explain how it's messing up the numbers.
edit: Ah, I found the problem. In skills.txt:
Code:
levels {
1 {
deps=1
runes=0,11,1
trade=
pars=+3%,3%
fight {
{
filter {
belligerent=ally
}
pbonus=krit,5,0,0,-100,0,0
}
}
}
2 {
deps=1
runes=0,11,1
trade=
pars=+5%,-5%
fight {
{
filter {
belligerent=ally
}
pbonus=krit,5,0,0,-100,0,0
}
}
}
3 {
deps=1
runes=0,11,1
trade=
pars=+7%,7%
fight {
{
filter {
belligerent=ally
}
pbonus=krit,7,0,0,-100,0,0
}
}
}
}
The "pbonus" part is what's relevant here, it goes 5, 5, 7 for the 3 levels.
There's something "extra" going on with vikings, as they seem to get different bonuses than other things do. The animals I checked with all got the +5% for the first level that it indicates they should, but the vikings seemed to get +6%. Not sure where the extra 1% comes from. Also not sure what the pars=3%,3% etc, is supposed to be doing.