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.
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@ -40909,7 +40909,7 @@ Body:
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GiveAp: 5
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CastCancel: true
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CastTime: 4000
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AfterCastActDelay: 500
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AfterCastActDelay: 700
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Duration1: 3000
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Duration2: 10000
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Cooldown: 2000
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@ -40948,7 +40948,7 @@ Body:
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GiveAp: 5
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CastCancel: true
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CastTime: 4000
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AfterCastActDelay: 500
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AfterCastActDelay: 700
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Duration1: 3000
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Duration2: 20000
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Cooldown: 2000
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@ -40987,7 +40987,7 @@ Body:
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GiveAp: 5
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CastCancel: true
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CastTime: 4000
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AfterCastActDelay: 500
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AfterCastActDelay: 700
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Duration1: 3000
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Duration2: 20000
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Cooldown: 2000
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@ -41068,7 +41068,7 @@ Body:
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CastTime: 3000
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AfterCastActDelay: 500
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Duration1: 1500000
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Cooldown: 900000
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Cooldown: 60000
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FixedCastTime: 2000
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Requires:
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SpCost: 100
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@ -41089,7 +41089,7 @@ Body:
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CastTime: 3000
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AfterCastActDelay: 500
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Duration1: 1500000
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Cooldown: 900000
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Cooldown: 60000
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FixedCastTime: 2000
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Requires:
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SpCost: 100
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@ -41110,7 +41110,7 @@ Body:
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CastTime: 3000
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AfterCastActDelay: 500
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Duration1: 1500000
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Cooldown: 900000
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Cooldown: 60000
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FixedCastTime: 2000
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Requires:
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SpCost: 100
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@ -41131,7 +41131,7 @@ Body:
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CastTime: 3000
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AfterCastActDelay: 500
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Duration1: 1500000
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Cooldown: 900000
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Cooldown: 60000
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FixedCastTime: 2000
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Requires:
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SpCost: 100
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@ -41152,7 +41152,7 @@ Body:
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CastTime: 3000
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AfterCastActDelay: 500
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Duration1: 1500000
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Cooldown: 900000
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Cooldown: 60000
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FixedCastTime: 2000
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Requires:
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SpCost: 100
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@ -41171,11 +41171,11 @@ Body:
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CastCancel: true
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CastTime: 8000
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AfterCastActDelay: 500
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Cooldown: 5000
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Cooldown: 2000
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FixedCastTime: 1500
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Requires:
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SpCost: 140
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ApCost: 30
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ApCost: 15
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- Id: 5381
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Name: EM_ELEMENTAL_VEIL
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Description: Elemental Veil
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@ -7701,7 +7701,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
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(skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
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(skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
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skillratio *= 2;
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skillratio *= 5;
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if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
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skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
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@ -7754,7 +7754,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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case WZ_EARTHSPIKE:
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skillratio += 100;
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if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
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skillratio += skillratio * 80 / 100;
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skillratio += skillratio * 800 / 100;
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break;
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#endif
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case HW_NAPALMVULCAN:
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@ -8021,7 +8021,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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skillratio += (sd ? sd->status.job_level : 0);
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if (sc->getSCE(SC_DEEP_POISONING_OPTION))
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skillratio += skillratio * 50 / 100;
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skillratio += skillratio * 1500 / 100;
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}
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break;
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case NPC_CLOUD_KILL:
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@ -8336,46 +8336,53 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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}
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break;
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case EM_DIAMOND_STORM:
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skillratio += -100 + 400 + 1550 * skill_lv + 5 * sstatus->spl;
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skillratio += -100 + 500 + 2400 * skill_lv;
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skillratio += 5 * sstatus->spl;
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if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
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skillratio += 5000 + 250 * skill_lv + 5 * sstatus->spl;
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skillratio += 7300 + 200 * skill_lv;
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skillratio += 5 * sstatus->spl;
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}
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RE_LVL_DMOD(100);
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break;
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case EM_LIGHTNING_LAND:
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skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
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skillratio += -100 + 700 + 1100 * skill_lv;
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skillratio += 5 * sstatus->spl;
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if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
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skillratio += 400 * skill_lv;
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skillratio += 200 * skill_lv;
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}
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RE_LVL_DMOD(100);
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break;
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case EM_VENOM_SWAMP:
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skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
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skillratio += -100 + 700 + 1100 * skill_lv;
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skillratio += 5 * sstatus->spl;
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if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
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skillratio += 400 * skill_lv;
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skillratio += 200 * skill_lv;
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}
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RE_LVL_DMOD(100);
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break;
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case EM_CONFLAGRATION:
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skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
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skillratio += -100 + 700 + 1100 * skill_lv;
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skillratio += 5 * sstatus->spl;
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if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
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skillratio += 400 * skill_lv;
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skillratio += 200 * skill_lv;
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}
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RE_LVL_DMOD(100);
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break;
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case EM_TERRA_DRIVE:
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skillratio += -100 + 400 + 1550 * skill_lv + 5 * sstatus->spl;
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skillratio += -100 + 500 + 2400 * skill_lv;
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skillratio += 5 * sstatus->spl;
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if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
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skillratio += 5000 + 250 * skill_lv + 5 * sstatus->spl;
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skillratio += 7300 + 200 * skill_lv;
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skillratio += 5 * sstatus->spl;
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}
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RE_LVL_DMOD(100);
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@ -8389,7 +8396,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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case EM_ELEMENTAL_BUSTER_WIND:
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case EM_ELEMENTAL_BUSTER_GROUND:
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case EM_ELEMENTAL_BUSTER_POISON:
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skillratio += -100 + 500 + 2200 * skill_lv + 10 * sstatus->spl;
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skillratio += -100 + 550 + 2650 * skill_lv;
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skillratio += 10 * sstatus->spl;
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if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
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skillratio += 150 * skill_lv;
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RE_LVL_DMOD(100);
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@ -2190,19 +2190,19 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl, uint
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status_change_end(bl, SC_SOUNDBLEND);
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break;
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case EM_DIAMOND_STORM:
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sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
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sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
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break;
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case EM_LIGHTNING_LAND:
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sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
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sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
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break;
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case EM_VENOM_SWAMP:
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sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
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sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
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break;
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case EM_CONFLAGRATION:
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sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
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sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
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break;
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case EM_TERRA_DRIVE:
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sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
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sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
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break;
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case MT_RUSH_QUAKE:
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sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
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