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@@ -8000,7 +8000,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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}
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break;
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case AG_SOUL_VC_STRIKE:
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- skillratio += -100 + 250 * skill_lv + 3 * sstatus->spl;
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+ skillratio += -100 + 300 * skill_lv + 3 * sstatus->spl;
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RE_LVL_DMOD(100);
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break;
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case AG_STRANTUM_TREMOR:
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@@ -8059,7 +8059,7 @@ 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 + 1200 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 1550 * 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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@@ -8068,7 +8068,7 @@ 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 + 1200 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 1550 * 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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@@ -8077,15 +8077,15 @@ 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 + 350 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 400 * 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 + 700 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 750 * 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 + 400 + 900 * skill_lv + 5 * sstatus->spl;
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+ skillratio += -100 + 450 + 950 * 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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