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>
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@ -41447,15 +41447,15 @@ Body:
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Requires:
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SpCost:
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- Level: 1
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Amount: 49
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Amount: 72
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- Level: 2
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Amount: 53
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Amount: 76
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- Level: 3
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Amount: 57
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Amount: 80
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- Level: 4
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Amount: 61
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Amount: 84
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- Level: 5
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Amount: 65
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Amount: 88
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Weapon:
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Gatling: true
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Shotgun: true
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@ -41476,7 +41476,7 @@ Body:
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Element: Weapon
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GiveAp: 1
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AfterCastActDelay: 500
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Cooldown: 300
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Cooldown: 350
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CastCancel: true
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FixedCastTime: 1000
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Requires:
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@ -5938,13 +5938,13 @@ 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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break;
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case NW_HASTY_FIRE_IN_THE_HOLE:
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skillratio += -100 + 1500 + 1050 * skill_lv;
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skillratio += -100 + 1500 + 1500 * skill_lv;
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skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
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skillratio += 5 * sstatus->con;
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RE_LVL_DMOD(100);
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break;
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case NW_BASIC_GRENADE:
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skillratio += -100 + 1000 + 950 * skill_lv;
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skillratio += -100 + 1500 + 2100 * skill_lv;
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skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
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skillratio += 5 * sstatus->con;
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RE_LVL_DMOD(100);
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@ -5956,39 +5956,39 @@ 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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break;
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case NW_WILD_FIRE:
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skillratio += -100 + 1000 + 2300 * skill_lv;
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skillratio += -100 + 1500 + 3000 * skill_lv;
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skillratio += 5 * sstatus->con;
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if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
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skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
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if (sd && sd->weapontype1 == W_SHOTGUN)
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skillratio += 150 * skill_lv;
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skillratio += 200 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case NW_MAGAZINE_FOR_ONE:
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skillratio += -100 + 100 + 450 * ( skill_lv - 1 );
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skillratio += -100 + 250 + 500 * skill_lv;
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skillratio += 5 * sstatus->con;
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if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
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skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
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if (sd && sd->weapontype1 == W_REVOLVER)
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skillratio += 50 + 100 * (skill_lv-1);
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skillratio += 50 + 300 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case NW_SPIRAL_SHOOTING:
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skillratio += -100 + 1000 + 1500 * skill_lv;
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skillratio += -100 + 1200 + 1700 * skill_lv;
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skillratio += 5 * sstatus->con;
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if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
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skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
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if (sd && sd->weapontype1 == W_RIFLE)
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skillratio += 200 + 200 * skill_lv;
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skillratio += 200 + 1100 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case NW_ONLY_ONE_BULLET:
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skillratio += -100 + 800 + 1350 * skill_lv;
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skillratio += -100 + 1200 + 3000 * skill_lv;
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skillratio += 5 * sstatus->con;
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if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
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skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
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if (sd && sd->weapontype1 == W_REVOLVER) {
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skillratio += 150 * skill_lv;
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skillratio += 400 * skill_lv;
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}
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RE_LVL_DMOD(100);
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break;
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@ -12919,7 +12919,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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skill_area_temp[2] = 0;
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if (sd && sd->weapontype1 == W_GATLING) {
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i += 3;
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i = 5; // 11x11
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clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv, 1);
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} else
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clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv, 1);
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