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