Rebalance imperial guard 20220608 (#7893)

* Overslash
- Reduces cooldown from 1 second to 0.7 seconds.
- Reduces SP consumption from 68 to 65 based on level 5.
- Increases AP recovery rate from 2 to 3.
- Increases damage from 1800%Atk to 2200%Atk per hit based on level 10 (Spear & Sword Mastery level 10).

Already implemented
- Increases factor weight of POW in skill formula from 2 to 5.

* Shield Shooting
- Reduces cooldown from 1 second to 0.7 seconds.
- Increases AP recovery rate from 2 to 3.
- Increases damage from 6440%Atk to 14440%Atk based on level 5 (Shield Mastery level 10, shield refine rate is 10 and shield weight is 150).

Already implemented
- Increases factor weight of POW in skill formula from 3 to 5.

Notes
- Factor weight of shield refine rate is taken from next rebalance: "Increases factor weight of shield refine rate in skill formula from 4 to 25."
- Factor weight of the shield weight is deduced from the skill base damage: 11900%Atk on level 5.

* Cross Rain
- Reduces cooldown from 5 seconds to 4.5 seconds.
- Reduces delay after skill from 0.5 seconds to 0.15 seconds.
- Increases SP consumption from 68 to 78 based on level 10.
- Increases AP recovery rate from 5 to 7.
- Increases damage from 2000%/3500%(Holy Shield)Matk to 3700%/5500%(Holy Shield)Matk per hit based on level 10 (Spear & Sword Mastery level 10).

* Grand Judgement
- Reduces cooldown from 60 seconds to 5 seconds.
- Removes 0.5 seconds delay after skill.
- Increases SP consumption from 68 to 78 based on level 10.
- Reduces AP consumption from 150 to 15.
- Reduces duration of Grand Judgement buff from 300 seconds to 150 seconds.
- Increases damage from 7500%/11000%(plant and insect race)Atk to 15250%/16850%(plant and insect race)Atk based on level 10.

* Judgement Cross
- Reduces cooldown from 60 seconds to 5 seconds.
- Removes 0.5 seconds delay after skill.
- Reduces SP consumption from 150 to 105 based on level 10.
- Reduces AP consumption from 150 to 10.
- Increases damage from 7500%/11000%(plant and insect race)Matk to 19500%/21000%(plant and insect race)Matk based on level 10.
This commit is contained in:
Atemo 2023-08-12 15:01:31 +02:00 committed by GitHub
parent b3ddb4511c
commit d53880cf1e
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 80 additions and 60 deletions

View File

@ -36949,33 +36949,32 @@ Body:
SplashArea: 3
CastCancel: true
CastTime: 1000
AfterCastActDelay: 500
Duration1: 300000
Cooldown: 60000
Duration1: 150000
Cooldown: 5000
FixedCastTime: 1000
Requires:
SpCost:
- Level: 1
Amount: 41
Amount: 51
- Level: 2
Amount: 44
Amount: 54
- Level: 3
Amount: 47
Amount: 57
- Level: 4
Amount: 50
Amount: 60
- Level: 5
Amount: 53
Amount: 63
- Level: 6
Amount: 56
Amount: 66
- Level: 7
Amount: 59
Amount: 69
- Level: 8
Amount: 62
Amount: 72
- Level: 9
Amount: 65
Amount: 75
- Level: 10
Amount: 68
ApCost: 150
Amount: 78
ApCost: 15
Weapon:
1hSpear: true
2hSpear: true
@ -36994,12 +36993,31 @@ Body:
Element: Holy
CastCancel: true
CastTime: 2000
AfterCastActDelay: 1000
Cooldown: 60000
Cooldown: 5000
FixedCastTime: 1000
Requires:
SpCost: 150
ApCost: 150
SpCost:
- Level: 1
Amount: 60
- Level: 2
Amount: 65
- Level: 3
Amount: 70
- Level: 4
Amount: 75
- Level: 5
Amount: 80
- Level: 6
Amount: 85
- Level: 7
Amount: 90
- Level: 8
Amount: 95
- Level: 9
Amount: 100
- Level: 10
Amount: 105
ApCost: 10
- Id: 5265
Name: IG_SHIELD_SHOOTING
Description: Shield Shooting
@ -37010,12 +37028,12 @@ Body:
Hit: Multi_Hit
HitCount: -7
Element: Weapon
GiveAp: 2
GiveAp: 3
CastCancel: true
CastTime: 500
AfterCastActDelay: 500
Duration1: 10000
Cooldown: 1000
Cooldown: 700
FixedCastTime: 500
Requires:
SpCost:
@ -37046,34 +37064,34 @@ Body:
HitCount: 3
Element: Weapon
SplashArea: 3
GiveAp: 2
GiveAp: 3
CastCancel: true
CastTime: 1000
AfterCastActDelay: 500
Cooldown: 1000
Cooldown: 700
FixedCastTime: 500
Requires:
SpCost:
- Level: 1
Amount: 41
Amount: 38
- Level: 2
Amount: 44
Amount: 41
- Level: 3
Amount: 47
Amount: 44
- Level: 4
Amount: 50
Amount: 47
- Level: 5
Amount: 53
Amount: 50
- Level: 6
Amount: 56
Amount: 53
- Level: 7
Amount: 59
Amount: 56
- Level: 8
Amount: 62
Amount: 59
- Level: 9
Amount: 65
Amount: 62
- Level: 10
Amount: 68
Amount: 65
Status:
Attack_Stance: true
- Id: 5267
@ -37086,35 +37104,35 @@ Body:
Hit: Single
HitCount: 1
Element: Holy
GiveAp: 5
GiveAp: 7
CastCancel: true
CastTime: 1000
AfterCastActDelay: 500
AfterCastActDelay: 150
Duration1: 4500
Cooldown: 5000
Cooldown: 4500
FixedCastTime: 1500
Requires:
SpCost:
- Level: 1
Amount: 50
Amount: 67
- Level: 2
Amount: 54
- Level: 3
Amount: 58
- Level: 4
Amount: 62
- Level: 5
Amount: 66
- Level: 6
Amount: 70
- Level: 7
Amount: 74
- Level: 8
Amount: 78
- Level: 9
- Level: 3
Amount: 73
- Level: 4
Amount: 76
- Level: 5
Amount: 79
- Level: 6
Amount: 82
- Level: 7
Amount: 85
- Level: 8
Amount: 88
- Level: 9
Amount: 91
- Level: 10
Amount: 86
Amount: 94
Unit:
Id: Cross_Rain
Range:

View File

@ -5454,26 +5454,28 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
RE_LVL_DMOD(100);
break;
case IG_GRAND_JUDGEMENT:
skillratio += -100 + 750 * skill_lv + 10 * sstatus->pow;
skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
skillratio += 350 * skill_lv;
skillratio += 100 + 150 * skill_lv;
RE_LVL_DMOD(100);
if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
skillratio += skillratio * i / 100;
break;
case IG_SHIELD_SHOOTING:
skillratio += -100 + 600 * skill_lv + 5 * sstatus->pow;
skillratio += -100 + 1400 + 2100 * skill_lv + 5 * sstatus->pow;
skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
short index = sd->equip_index[EQI_HAND_L];
if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
skillratio += sd->inventory_data[index]->weight / 20 * sd->inventory.u.items_inventory[index].refine;
if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
skillratio += sd->inventory.u.items_inventory[index].refine * 4;
}
}
RE_LVL_DMOD(100);
break;
case IG_OVERSLASH:
skillratio += -100 + 60 * skill_lv + 5 * sstatus->pow;
skillratio += -100 + (120 + pc_checkskill(sd, IG_SPEAR_SWORD_M) * 10) * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
skillratio += skillratio * i / 100;
@ -7885,18 +7887,18 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
RE_LVL_DMOD(100);
break;
case IG_JUDGEMENT_CROSS:
skillratio += -100 + 750 * skill_lv + 10 * sstatus->spl;
skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
skillratio += 350 * skill_lv;
skillratio += 150 * skill_lv;
RE_LVL_DMOD(100);
if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
skillratio += skillratio * i / 100;
break;
case IG_CROSS_RAIN:
if( sc && sc->getSCE( SC_HOLY_S ) ){
skillratio += -100 + ( 250 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
}else{
skillratio += -100 + ( 150 + 5 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
skillratio += -100 + ( 320 + 5 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
}
skillratio += 5 * sstatus->spl;
RE_LVL_DMOD(100);