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@@ -5938,13 +5938,13 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
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RE_LVL_DMOD(100);
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break;
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case NW_HASTY_FIRE_IN_THE_HOLE:
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- skillratio += -100 + 1500 + 1050 * skill_lv;
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+ skillratio += -100 + 1500 + 1500 * skill_lv;
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skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
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skillratio += 5 * sstatus->con;
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RE_LVL_DMOD(100);
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break;
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case NW_BASIC_GRENADE:
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- skillratio += -100 + 1000 + 950 * skill_lv;
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+ skillratio += -100 + 1500 + 2100 * skill_lv;
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skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
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skillratio += 5 * sstatus->con;
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RE_LVL_DMOD(100);
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@@ -5956,39 +5956,39 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
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RE_LVL_DMOD(100);
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break;
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case NW_WILD_FIRE:
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- skillratio += -100 + 1000 + 2300 * skill_lv;
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+ skillratio += -100 + 1500 + 3000 * skill_lv;
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skillratio += 5 * sstatus->con;
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if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
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skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
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if (sd && sd->weapontype1 == W_SHOTGUN)
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- skillratio += 150 * skill_lv;
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+ skillratio += 200 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case NW_MAGAZINE_FOR_ONE:
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- skillratio += -100 + 100 + 450 * ( skill_lv - 1 );
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+ skillratio += -100 + 250 + 500 * skill_lv;
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skillratio += 5 * sstatus->con;
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if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
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skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
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if (sd && sd->weapontype1 == W_REVOLVER)
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- skillratio += 50 + 100 * (skill_lv-1);
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+ skillratio += 50 + 300 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case NW_SPIRAL_SHOOTING:
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- skillratio += -100 + 1000 + 1500 * skill_lv;
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+ skillratio += -100 + 1200 + 1700 * skill_lv;
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skillratio += 5 * sstatus->con;
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if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
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skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
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if (sd && sd->weapontype1 == W_RIFLE)
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- skillratio += 200 + 200 * skill_lv;
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+ skillratio += 200 + 1100 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case NW_ONLY_ONE_BULLET:
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- skillratio += -100 + 800 + 1350 * skill_lv;
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+ skillratio += -100 + 1200 + 3000 * skill_lv;
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skillratio += 5 * sstatus->con;
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if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
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skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
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if (sd && sd->weapontype1 == W_REVOLVER) {
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- skillratio += 150 * skill_lv;
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+ skillratio += 400 * skill_lv;
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}
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RE_LVL_DMOD(100);
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break;
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