|
@@ -5624,22 +5624,22 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
|
|
skillratio += skillratio * i / 100;
|
|
skillratio += skillratio * i / 100;
|
|
break;
|
|
break;
|
|
case IG_SHIELD_SHOOTING:
|
|
case IG_SHIELD_SHOOTING:
|
|
- skillratio += -100 + 650 + 2850 * skill_lv;
|
|
|
|
- skillratio += 7 * sstatus->pow;
|
|
|
|
- skillratio += skill_lv * 50 * pc_checkskill( sd, IG_SHIELD_MASTERY );
|
|
|
|
|
|
+ skillratio += -100 + 1000 + 3500 * skill_lv;
|
|
|
|
+ skillratio += 10 * sstatus->pow;
|
|
|
|
+ skillratio += skill_lv * 150 * pc_checkskill( sd, IG_SHIELD_MASTERY );
|
|
if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
|
|
if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
|
|
short index = sd->equip_index[EQI_HAND_L];
|
|
short index = sd->equip_index[EQI_HAND_L];
|
|
|
|
|
|
if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
|
|
if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
|
|
skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
|
|
skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
|
|
- skillratio += sd->inventory.u.items_inventory[index].refine * 25;
|
|
|
|
|
|
+ skillratio += sd->inventory.u.items_inventory[index].refine * 100;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
RE_LVL_DMOD(100);
|
|
RE_LVL_DMOD(100);
|
|
break;
|
|
break;
|
|
case IG_OVERSLASH:
|
|
case IG_OVERSLASH:
|
|
- skillratio += -100 + 160 * skill_lv;
|
|
|
|
- skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 25 * skill_lv;
|
|
|
|
|
|
+ skillratio += -100 + 220 * skill_lv;
|
|
|
|
+ skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50 * skill_lv;
|
|
skillratio += 7 * sstatus->pow;
|
|
skillratio += 7 * sstatus->pow;
|
|
RE_LVL_DMOD(100);
|
|
RE_LVL_DMOD(100);
|
|
if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
|
|
if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
|
|
@@ -8268,9 +8268,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
|
|
break;
|
|
break;
|
|
case IG_CROSS_RAIN:
|
|
case IG_CROSS_RAIN:
|
|
if( sc && sc->getSCE( SC_HOLY_S ) ){
|
|
if( sc && sc->getSCE( SC_HOLY_S ) ){
|
|
- skillratio += -100 + ( 450 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
|
|
|
|
|
|
+ skillratio += -100 + ( 650 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
|
|
}else{
|
|
}else{
|
|
- skillratio += -100 + ( 320 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
|
|
|
|
|
|
+ skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
|
|
}
|
|
}
|
|
skillratio += 7 * sstatus->spl;
|
|
skillratio += 7 * sstatus->spl;
|
|
RE_LVL_DMOD(100);
|
|
RE_LVL_DMOD(100);
|