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@@ -5750,22 +5750,40 @@ static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *
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}
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}
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#ifdef RENEWAL
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#ifdef RENEWAL
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- /**
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- * RE DEF Reduction
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- * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
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- * Pierce defence gains 1 atk per def/2
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- */
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- if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
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- def1 = -399;
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- ATK_ADD2(wd->damage, wd->damage2,
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- is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
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- is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
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- );
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- if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
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- wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
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- if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
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- wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
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-
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+ switch(skill_id) {
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+ case RK_DRAGONBREATH:
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+ case RK_DRAGONBREATH_WATER:
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+ case NC_ARMSCANNON:
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+ case GN_CARTCANNON:
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+ if (attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
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+ return;
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+ if (is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
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+ return;
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+
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+ // Defense reduction by flat value.
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+ // This completely bypasses the normal RE DEF Reduction formula.
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+ wd->damage -= (def1 + vit_def);
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+ if (is_attack_left_handed(src, skill_id))
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+ wd->damage2 -= (def1 + vit_def);
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+ break;
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+ /**
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+ * RE DEF Reduction
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+ * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
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+ * Pierce defence gains 1 atk per def/2
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+ */
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+ default:
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+ if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
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+ def1 = -399;
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+ ATK_ADD2(wd->damage, wd->damage2,
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+ is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
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+ is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
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+ );
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+ if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
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+ wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
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+ if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
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+ wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
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+ break;
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+ }
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#else
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#else
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if (def1 > 100) def1 = 100;
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if (def1 > 100) def1 = 100;
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ATK_RATE2(wd->damage, wd->damage2,
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ATK_RATE2(wd->damage, wd->damage2,
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