Rebalance Elemental Master 2024-02-05 (#8154)

* Summon Elemental Ardor
- Reduces skill cooldown from 900 seconds to 60 seconds.
- Passive mode : Flame Technique, increases damage bonus of Fire Bolt from 100% to 400%.

* Summon Elemental Diluvio
- Reduces skill cooldown from 900 seconds to 60 seconds.
- Passive mode : Cold Force, increases damage bonus of Cold Bolt from 100% to 400%.

* Summon Elemental Procella
- Reduces skill cooldown from 900 seconds to 60 seconds.
- Passive mode : Grace Breeze, increases damage bonus of Lightning Bolt from 100% to 400%.

* Summon Elemental Terremotus
- Reduces skill cooldown from 900 seconds to 60 seconds.
- Passive mode : Earth Care, increases damage bonus of Earth Spike from 80% to 800%.

* Summon Elemental Serpens
- Reduces skill cooldown from 900 seconds to 60 seconds.
- Passive mode : Deep Poisoning, increases damage bonus of Killing Cloud from 50% to 1500%.

* Conflagration
- Increases global cooldown from 0.5 seconds to 0.7 seconds.
- Increases base damage from 3750%/5750%(spirit)Matk to 6200%/7200%(spirit)Matk based on level 5.
- Reduces the chance of inflicting [blaze] on each hit from 60% to 3%.

* Diamond Storm
- Increases base damage from 8150%/14400%(spirit)Matk to 12500%/20800%(spirit)Matk based on level 5.
- Reduces the chance of inflicting [quench] on each hit from 90% to 5%.

* Lightning Land
- Increases global cooldown from 0.5 seconds to 0.7 seconds.
- Increases base damage from 3750%/5750%(spirit)Matk to 6200%/7200%(spirit)Matk based on level 5.
- Reduces the chance of inflicting [torrent] on each hit from 60% to 3%.

* Terra Drive
- Increases base damage from 8150%/14400%(spirit)Matk to 12500%/20800%(spirit)Matk based on level 5.
- Reduces the chance of inflicting [concretion] on each hit from 90% to 5%.

* Venom Swamp
- Increases global cooldown from 0.5 seconds to 0.7 seconds.
- Increases base damage from 3750%/5750%(spirit)Matk to 6200%/7200%(spirit)Matk based on level 5.
- Reduces the chance of inflicting [severe poison] on each hit from 60% to 3%.

* Elemental Buster
- Reduces AP consumption from 30 to 15.
- Reduces skill cooldown from 5 seconds to 2 seconds.
- Increases base damage from 22500%/24000%(dragon and formless)Matk to 27050%/28550%(dragon and formless)Matk based on level 10.
This commit is contained in:
Atemo 2024-03-11 18:58:45 +01:00 committed by GitHub
parent c9582cc4fd
commit 34e90e9aa9
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GPG Key ID: B5690EEEBB952194
3 changed files with 37 additions and 29 deletions

View File

@ -40909,7 +40909,7 @@ Body:
GiveAp: 5
CastCancel: true
CastTime: 4000
AfterCastActDelay: 500
AfterCastActDelay: 700
Duration1: 3000
Duration2: 10000
Cooldown: 2000
@ -40948,7 +40948,7 @@ Body:
GiveAp: 5
CastCancel: true
CastTime: 4000
AfterCastActDelay: 500
AfterCastActDelay: 700
Duration1: 3000
Duration2: 20000
Cooldown: 2000
@ -40987,7 +40987,7 @@ Body:
GiveAp: 5
CastCancel: true
CastTime: 4000
AfterCastActDelay: 500
AfterCastActDelay: 700
Duration1: 3000
Duration2: 20000
Cooldown: 2000
@ -41068,7 +41068,7 @@ Body:
CastTime: 3000
AfterCastActDelay: 500
Duration1: 1500000
Cooldown: 900000
Cooldown: 60000
FixedCastTime: 2000
Requires:
SpCost: 100
@ -41089,7 +41089,7 @@ Body:
CastTime: 3000
AfterCastActDelay: 500
Duration1: 1500000
Cooldown: 900000
Cooldown: 60000
FixedCastTime: 2000
Requires:
SpCost: 100
@ -41110,7 +41110,7 @@ Body:
CastTime: 3000
AfterCastActDelay: 500
Duration1: 1500000
Cooldown: 900000
Cooldown: 60000
FixedCastTime: 2000
Requires:
SpCost: 100
@ -41131,7 +41131,7 @@ Body:
CastTime: 3000
AfterCastActDelay: 500
Duration1: 1500000
Cooldown: 900000
Cooldown: 60000
FixedCastTime: 2000
Requires:
SpCost: 100
@ -41152,7 +41152,7 @@ Body:
CastTime: 3000
AfterCastActDelay: 500
Duration1: 1500000
Cooldown: 900000
Cooldown: 60000
FixedCastTime: 2000
Requires:
SpCost: 100
@ -41171,11 +41171,11 @@ Body:
CastCancel: true
CastTime: 8000
AfterCastActDelay: 500
Cooldown: 5000
Cooldown: 2000
FixedCastTime: 1500
Requires:
SpCost: 140
ApCost: 30
ApCost: 15
- Id: 5381
Name: EM_ELEMENTAL_VEIL
Description: Elemental Veil

View File

@ -7701,7 +7701,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
(skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
(skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
skillratio *= 2;
skillratio *= 5;
if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
@ -7754,7 +7754,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case WZ_EARTHSPIKE:
skillratio += 100;
if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
skillratio += skillratio * 80 / 100;
skillratio += skillratio * 800 / 100;
break;
#endif
case HW_NAPALMVULCAN:
@ -8021,7 +8021,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
skillratio += (sd ? sd->status.job_level : 0);
if (sc->getSCE(SC_DEEP_POISONING_OPTION))
skillratio += skillratio * 50 / 100;
skillratio += skillratio * 1500 / 100;
}
break;
case NPC_CLOUD_KILL:
@ -8336,46 +8336,53 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
}
break;
case EM_DIAMOND_STORM:
skillratio += -100 + 400 + 1550 * skill_lv + 5 * sstatus->spl;
skillratio += -100 + 500 + 2400 * skill_lv;
skillratio += 5 * sstatus->spl;
if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
skillratio += 5000 + 250 * skill_lv + 5 * sstatus->spl;
skillratio += 7300 + 200 * skill_lv;
skillratio += 5 * sstatus->spl;
}
RE_LVL_DMOD(100);
break;
case EM_LIGHTNING_LAND:
skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
skillratio += -100 + 700 + 1100 * skill_lv;
skillratio += 5 * sstatus->spl;
if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
skillratio += 400 * skill_lv;
skillratio += 200 * skill_lv;
}
RE_LVL_DMOD(100);
break;
case EM_VENOM_SWAMP:
skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
skillratio += -100 + 700 + 1100 * skill_lv;
skillratio += 5 * sstatus->spl;
if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
skillratio += 400 * skill_lv;
skillratio += 200 * skill_lv;
}
RE_LVL_DMOD(100);
break;
case EM_CONFLAGRATION:
skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
skillratio += -100 + 700 + 1100 * skill_lv;
skillratio += 5 * sstatus->spl;
if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
skillratio += 400 * skill_lv;
skillratio += 200 * skill_lv;
}
RE_LVL_DMOD(100);
break;
case EM_TERRA_DRIVE:
skillratio += -100 + 400 + 1550 * skill_lv + 5 * sstatus->spl;
skillratio += -100 + 500 + 2400 * skill_lv;
skillratio += 5 * sstatus->spl;
if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
skillratio += 5000 + 250 * skill_lv + 5 * sstatus->spl;
skillratio += 7300 + 200 * skill_lv;
skillratio += 5 * sstatus->spl;
}
RE_LVL_DMOD(100);
@ -8389,7 +8396,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case EM_ELEMENTAL_BUSTER_WIND:
case EM_ELEMENTAL_BUSTER_GROUND:
case EM_ELEMENTAL_BUSTER_POISON:
skillratio += -100 + 500 + 2200 * skill_lv + 10 * sstatus->spl;
skillratio += -100 + 550 + 2650 * skill_lv;
skillratio += 10 * sstatus->spl;
if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
skillratio += 150 * skill_lv;
RE_LVL_DMOD(100);

View File

@ -2190,19 +2190,19 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl, uint
status_change_end(bl, SC_SOUNDBLEND);
break;
case EM_DIAMOND_STORM:
sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
break;
case EM_LIGHTNING_LAND:
sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
break;
case EM_VENOM_SWAMP:
sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
break;
case EM_CONFLAGRATION:
sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
break;
case EM_TERRA_DRIVE:
sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
break;
case MT_RUSH_QUAKE:
sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );