Update/rebalance abyss chaser 20220608 (#7879)

* Abyss Dagger
- Increases SP consumption from 60 to 64 based on level 5.
- Increases damage from 1750%Atk to 2600%Atk per hit based on level 5.

* Deft Stab
- Increases SP consumption from 55 to 62 based on level 10.
- Increases AP recovery rate from 2 to 3.
- Increases damage from 3600%Atk to 5850%Atk based on level 10.
- Increases area of effect from 5 x 5 cells to 7 x 7 cells based on level 10.

* From the Abyss
- Increases number of hit from 1 hit to 2 hits.
- Increases damage from 500%Matk to 2600%Matk per hit based on level 5.

* Abyss Square
- Increases AP recovery rate from 4 to 5.
- Increases damage from 2000%Matk to 3850%Matk per hit based on level 5 (Magic Sword Mastery level 10).

* Chain Reaction Shot
- Reduces cooldown from 1.5 seconds to 1 second.
- Removes 0.5 seconds delay after skill.
- Reduces SP consumption from 80 to 75 based on level 5.
- Increases area of effect of secondary damage from 3 x 3 cells to 7 x 7 cells.
- Increases area of effect of primary damage from 7 x 7 cells to 9 x 9 cells based on level 5.
- Increases damage from 3000%(primary)/4750%(secondary)Atk to 4250%(primary)/12350%(secondary)Atk based on level 5.
- Increases factor weight of CON in skill formula from 5 to 15.

* Frenzy Shot
- Reduces SP consumption from 125 to 55 based on level 10.
- Increases damage from 3500%Atk to 4000%Atk per hit based on level 10.

* Omega Abyss Strike
- Reduces cooldown from 60 seconds to 3 seconds.
- Reduces SP consumption from 150 to 125.
- Reduces AP consumption from 150 to 15.
- Increases damage from 6000%/11500%(angel and demon race)Matk to 22000%/23500%(angel and demon race)Matk based on level 10.
This commit is contained in:
Atemo
2023-08-07 18:12:54 +02:00
committed by GitHub
parent d75fb9b64e
commit bf1e1b77c8
3 changed files with 63 additions and 62 deletions

View File

@@ -2176,9 +2176,6 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl, uint
case ABC_UNLUCKY_RUSH:
sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case ABC_CHAIN_REACTION_SHOT:
skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
break;
case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
case WM_METALICSOUND:
@@ -5803,7 +5800,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case CD_PETITIO:
case CD_FRAMEN:
case ABC_DEFT_STAB:
case ABC_CHAIN_REACTION_SHOT:
case EM_EL_FLAMEROCK:
case EM_EL_AGE_OF_ICE:
case EM_EL_STORM_WIND:
@@ -5811,6 +5807,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case EM_EL_DEADLY_POISON:
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
break;
case ABC_CHAIN_REACTION_SHOT:
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
break;
case IQ_THIRD_PUNISH:
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
if (sd) {