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@@ -7863,14 +7863,14 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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RE_LVL_DMOD(100);
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break;
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case AG_DESTRUCTIVE_HURRICANE:
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- skillratio += -100 + 250 + 2800 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl;
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RE_LVL_DMOD(100);
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if (sc && sc->getSCE(SC_CLIMAX))
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{
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if (sc->getSCE(SC_CLIMAX)->val1 == 3)
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- skillratio *= 3;
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+ skillratio += skillratio * 150 / 100;
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else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
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- skillratio += skillratio * 50 / 100;
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+ skillratio -= skillratio * 20 / 100;
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}
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break;
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case AG_RAIN_OF_CRYSTAL:
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@@ -7951,7 +7951,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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RE_LVL_DMOD(100);
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break;
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case AG_ROCK_DOWN:
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- skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 1200 * skill_lv + 5 * sstatus->spl;
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if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
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skillratio += 300 * skill_lv;
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@@ -7960,7 +7960,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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RE_LVL_DMOD(100);
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break;
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case AG_STORM_CANNON:
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- skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 1200 * skill_lv + 5 * sstatus->spl;
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if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
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skillratio += 300 * skill_lv;
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@@ -7969,15 +7969,15 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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RE_LVL_DMOD(100);
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break;
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case AG_CRIMSON_ARROW:
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- skillratio += -100 + 300 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 350 * skill_lv + 5 * sstatus->spl;
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RE_LVL_DMOD(100);
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break;
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case AG_CRIMSON_ARROW_ATK:
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- skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 700 * skill_lv + 5 * sstatus->spl;
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RE_LVL_DMOD(100);
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break;
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case AG_FROZEN_SLASH:
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- skillratio += -100 + 250 + 900 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 400 + 900 * skill_lv + 5 * sstatus->spl;
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if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
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skillratio += 150 + 350 * skill_lv;
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