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@@ -5493,30 +5493,35 @@ 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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RE_LVL_DMOD(100);
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break;
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break;
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case SHC_SAVAGE_IMPACT:
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case SHC_SAVAGE_IMPACT:
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- skillratio += -100 + 60 * skill_lv + 5 * sstatus->pow;
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+ skillratio += -100 + 90 * skill_lv + 5 * sstatus->pow;
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if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
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if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
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- skillratio += 100 * skill_lv;
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+ skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
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}
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}
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RE_LVL_DMOD(100);
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RE_LVL_DMOD(100);
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break;
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break;
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case SHC_ETERNAL_SLASH:
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case SHC_ETERNAL_SLASH:
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- skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
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+ skillratio += -100 + 265 * skill_lv + 2 * sstatus->pow;
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+
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+ if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
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+ skillratio += 100 * skill_lv + 3 * sstatus->pow;
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+ }
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+
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RE_LVL_DMOD(100);
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RE_LVL_DMOD(100);
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break;
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break;
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case SHC_SHADOW_STAB:
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case SHC_SHADOW_STAB:
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- skillratio += -100 + 750 * skill_lv + 5 * sstatus->pow;
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+ skillratio += -100 + 300 * skill_lv + 5 * sstatus->pow;
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RE_LVL_DMOD(100);
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RE_LVL_DMOD(100);
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break;
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break;
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case SHC_IMPACT_CRATER:
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case SHC_IMPACT_CRATER:
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- skillratio += -100 + 65 * skill_lv + 5 * sstatus->pow;
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+ skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
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RE_LVL_DMOD(100);
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RE_LVL_DMOD(100);
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break;
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break;
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case SHC_FATAL_SHADOW_CROW:
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case SHC_FATAL_SHADOW_CROW:
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- skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
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+ skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
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if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
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if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
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- skillratio += 300 * skill_lv;
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+ skillratio += 150 * skill_lv;
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RE_LVL_DMOD(100);
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RE_LVL_DMOD(100);
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break;
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break;
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case MT_AXE_STOMP:
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case MT_AXE_STOMP:
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