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 !
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@ -39160,11 +39160,11 @@ Body:
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CastCancel: true
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AfterCastActDelay: 500
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Duration1: 180000
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Cooldown: 180000
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Cooldown: 60000
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FixedCastTime: 1000
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Requires:
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SpCost: 300
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ApCost: 200
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ApCost: 125
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Status: CalamityGale
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- Id: 5329
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Name: WH_HAWKBOOMERANG
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@ -39225,7 +39225,7 @@ Body:
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CastCancel: true
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CastTime: 3500
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AfterCastActDelay: 500
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Cooldown: 1200
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Cooldown: 700
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FixedCastTime: 500
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Requires:
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SpCost:
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@ -5690,17 +5690,19 @@ 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 WH_GALESTORM:
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skillratio += -100 + 1000 * skill_lv + 10 * sstatus->con;
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skillratio += -100 + 1350 * skill_lv;
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skillratio += 10 * sstatus->con;
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RE_LVL_DMOD(100);
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if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
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skillratio += skillratio * 50 / 100;
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break;
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case WH_CRESCIVE_BOLT:
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skillratio += -100 + 400 + 900 * skill_lv + 5 * sstatus->con;
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skillratio += -100 + 500 + 1300 * skill_lv;
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skillratio += 5 * sstatus->con;
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RE_LVL_DMOD(100);
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if (sc) {
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if (sc->getSCE(SC_CRESCIVEBOLT))
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skillratio += skillratio * (10 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
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skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
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if (sc->getSCE(SC_CALAMITYGALE)) {
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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
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case WH_GALESTORM:// Give AP if 3 or more targets are hit.
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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)
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status_heal(src, 0, 0, 10, 0);
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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break;
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case BO_ACIDIFIED_ZONE_WATER:
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case BO_ACIDIFIED_ZONE_GROUND:
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