Rebalance Wind Hawk 20240205 (#8133)

* Gale Storm
- Reduces skill cooldown from 1.2 seconds to 0.7 seconds.
- Increases base damage from 10000%Atk to 13500%Atk based on level 5.

* Crescive Bolt
- Increases base damage from 9400%Atk to 13500%Atk based on level 10.
- Increases damage bonus on standing still from 10% per stack (up to 30% on 3 stacks) to 20% per stack (up to 60% on 3 stacks).
- Changes sound effect.

* Calamity Gale
- Reduces AP consumption from 200 to 125.
- Reduces skill cooldown from 180 seconds to 60 seconds.

* Added missing clif_skill_nodamage for WH_GALESTORM

Thanks to @Haydrich !
This commit is contained in:
Atemo 2024-02-17 20:14:22 +01:00 committed by GitHub
parent 83067220bc
commit a0bbbf1729
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GPG Key ID: B5690EEEBB952194
3 changed files with 9 additions and 6 deletions

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@ -39160,11 +39160,11 @@ Body:
CastCancel: true CastCancel: true
AfterCastActDelay: 500 AfterCastActDelay: 500
Duration1: 180000 Duration1: 180000
Cooldown: 180000 Cooldown: 60000
FixedCastTime: 1000 FixedCastTime: 1000
Requires: Requires:
SpCost: 300 SpCost: 300
ApCost: 200 ApCost: 125
Status: CalamityGale Status: CalamityGale
- Id: 5329 - Id: 5329
Name: WH_HAWKBOOMERANG Name: WH_HAWKBOOMERANG
@ -39225,7 +39225,7 @@ Body:
CastCancel: true CastCancel: true
CastTime: 3500 CastTime: 3500
AfterCastActDelay: 500 AfterCastActDelay: 500
Cooldown: 1200 Cooldown: 700
FixedCastTime: 500 FixedCastTime: 500
Requires: Requires:
SpCost: SpCost:

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@ -5690,17 +5690,19 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
RE_LVL_DMOD(100); RE_LVL_DMOD(100);
break; break;
case WH_GALESTORM: case WH_GALESTORM:
skillratio += -100 + 1000 * skill_lv + 10 * sstatus->con; skillratio += -100 + 1350 * skill_lv;
skillratio += 10 * sstatus->con;
RE_LVL_DMOD(100); RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)) if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
skillratio += skillratio * 50 / 100; skillratio += skillratio * 50 / 100;
break; break;
case WH_CRESCIVE_BOLT: case WH_CRESCIVE_BOLT:
skillratio += -100 + 400 + 900 * skill_lv + 5 * sstatus->con; skillratio += -100 + 500 + 1300 * skill_lv;
skillratio += 5 * sstatus->con;
RE_LVL_DMOD(100); RE_LVL_DMOD(100);
if (sc) { if (sc) {
if (sc->getSCE(SC_CRESCIVEBOLT)) if (sc->getSCE(SC_CRESCIVEBOLT))
skillratio += skillratio * (10 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100; skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
if (sc->getSCE(SC_CALAMITYGALE)) { if (sc->getSCE(SC_CALAMITYGALE)) {
skillratio += skillratio * 20 / 100; skillratio += skillratio * 20 / 100;

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@ -5872,6 +5872,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case WH_GALESTORM:// Give AP if 3 or more targets are hit. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3) if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
status_heal(src, 0, 0, 10, 0); status_heal(src, 0, 0, 10, 0);
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
break; break;
case BO_ACIDIFIED_ZONE_WATER: case BO_ACIDIFIED_ZONE_WATER:
case BO_ACIDIFIED_ZONE_GROUND: case BO_ACIDIFIED_ZONE_GROUND: