Rebalance Night Watch 2022-12-21 (#8161)

* The Vigilante at Night
- Increases SP consumption from 65 to 88 based on level 5.
- Reduces area of effect of gatling gun from 13 x 13 cells to 11 x 11 cells based on level 5.

* Only One Bullet
- Increases cooldown from 0.3 seconds to 0.35 seconds.
- Increases base damage from 7550%/8300%Atk to 16200%/18200%Atk based on level 5.

* Spiral Shooting
- Increases base damage from 8500%/9700%Atk to 9700%/15400%Atk per hit based on level 5.

* Magazine for One
- Increases base damage from 1950%/2400%Atk to 2750%/4300%Atk per hit based on level 5.

* Wild Fire
- Increases base damage from 13250%/12500%Atk to 17500%/16500%Atk based on level 5.

* Basic Grenade
- Increases base damage from 5750%Atk to 12000%Atk based on level 5.

* Hasty Fire in the Hole
- Increases base damage from 6750%Atk to 9000%Atk per hit based on level 5.

Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
This commit is contained in:
Atemo 2024-03-11 17:25:05 +01:00 committed by GitHub
parent 3b6c3b61c0
commit 0865e160cb
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GPG Key ID: B5690EEEBB952194
3 changed files with 17 additions and 17 deletions

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@ -41447,15 +41447,15 @@ Body:
Requires:
SpCost:
- Level: 1
Amount: 49
Amount: 72
- Level: 2
Amount: 53
Amount: 76
- Level: 3
Amount: 57
Amount: 80
- Level: 4
Amount: 61
Amount: 84
- Level: 5
Amount: 65
Amount: 88
Weapon:
Gatling: true
Shotgun: true
@ -41476,7 +41476,7 @@ Body:
Element: Weapon
GiveAp: 1
AfterCastActDelay: 500
Cooldown: 300
Cooldown: 350
CastCancel: true
FixedCastTime: 1000
Requires:

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@ -5938,13 +5938,13 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
RE_LVL_DMOD(100);
break;
case NW_HASTY_FIRE_IN_THE_HOLE:
skillratio += -100 + 1500 + 1050 * skill_lv;
skillratio += -100 + 1500 + 1500 * skill_lv;
skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
skillratio += 5 * sstatus->con;
RE_LVL_DMOD(100);
break;
case NW_BASIC_GRENADE:
skillratio += -100 + 1000 + 950 * skill_lv;
skillratio += -100 + 1500 + 2100 * skill_lv;
skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
skillratio += 5 * sstatus->con;
RE_LVL_DMOD(100);
@ -5956,39 +5956,39 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
RE_LVL_DMOD(100);
break;
case NW_WILD_FIRE:
skillratio += -100 + 1000 + 2300 * skill_lv;
skillratio += -100 + 1500 + 3000 * skill_lv;
skillratio += 5 * sstatus->con;
if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
if (sd && sd->weapontype1 == W_SHOTGUN)
skillratio += 150 * skill_lv;
skillratio += 200 * skill_lv;
RE_LVL_DMOD(100);
break;
case NW_MAGAZINE_FOR_ONE:
skillratio += -100 + 100 + 450 * ( skill_lv - 1 );
skillratio += -100 + 250 + 500 * skill_lv;
skillratio += 5 * sstatus->con;
if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
if (sd && sd->weapontype1 == W_REVOLVER)
skillratio += 50 + 100 * (skill_lv-1);
skillratio += 50 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case NW_SPIRAL_SHOOTING:
skillratio += -100 + 1000 + 1500 * skill_lv;
skillratio += -100 + 1200 + 1700 * skill_lv;
skillratio += 5 * sstatus->con;
if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
if (sd && sd->weapontype1 == W_RIFLE)
skillratio += 200 + 200 * skill_lv;
skillratio += 200 + 1100 * skill_lv;
RE_LVL_DMOD(100);
break;
case NW_ONLY_ONE_BULLET:
skillratio += -100 + 800 + 1350 * skill_lv;
skillratio += -100 + 1200 + 3000 * skill_lv;
skillratio += 5 * sstatus->con;
if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
if (sd && sd->weapontype1 == W_REVOLVER) {
skillratio += 150 * skill_lv;
skillratio += 400 * skill_lv;
}
RE_LVL_DMOD(100);
break;

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@ -12919,7 +12919,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
skill_area_temp[2] = 0;
if (sd && sd->weapontype1 == W_GATLING) {
i += 3;
i = 5; // 11x11
clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv, 1);
} else
clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv, 1);