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.
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@ -36949,33 +36949,32 @@ Body:
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SplashArea: 3
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CastCancel: true
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CastTime: 1000
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AfterCastActDelay: 500
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Duration1: 300000
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Cooldown: 60000
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Duration1: 150000
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Cooldown: 5000
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FixedCastTime: 1000
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Requires:
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SpCost:
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- Level: 1
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Amount: 41
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Amount: 51
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- Level: 2
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Amount: 44
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Amount: 54
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- Level: 3
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Amount: 47
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Amount: 57
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- Level: 4
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Amount: 50
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Amount: 60
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- Level: 5
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Amount: 53
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Amount: 63
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- Level: 6
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Amount: 56
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Amount: 66
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- Level: 7
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Amount: 59
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Amount: 69
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- Level: 8
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Amount: 62
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Amount: 72
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- Level: 9
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Amount: 65
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Amount: 75
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- Level: 10
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Amount: 68
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ApCost: 150
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Amount: 78
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ApCost: 15
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Weapon:
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1hSpear: true
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2hSpear: true
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@ -36994,12 +36993,31 @@ Body:
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Element: Holy
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CastCancel: true
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CastTime: 2000
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AfterCastActDelay: 1000
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Cooldown: 60000
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Cooldown: 5000
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FixedCastTime: 1000
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Requires:
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SpCost: 150
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ApCost: 150
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SpCost:
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- Level: 1
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Amount: 60
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- Level: 2
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Amount: 65
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- Level: 3
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Amount: 70
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- Level: 4
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Amount: 75
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- Level: 5
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Amount: 80
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- Level: 6
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Amount: 85
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- Level: 7
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Amount: 90
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- Level: 8
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Amount: 95
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- Level: 9
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Amount: 100
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- Level: 10
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Amount: 105
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ApCost: 10
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- Id: 5265
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Name: IG_SHIELD_SHOOTING
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Description: Shield Shooting
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@ -37010,12 +37028,12 @@ Body:
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Hit: Multi_Hit
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HitCount: -7
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Element: Weapon
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GiveAp: 2
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GiveAp: 3
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CastCancel: true
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CastTime: 500
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AfterCastActDelay: 500
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Duration1: 10000
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Cooldown: 1000
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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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@ -37046,34 +37064,34 @@ Body:
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HitCount: 3
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Element: Weapon
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SplashArea: 3
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GiveAp: 2
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GiveAp: 3
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CastCancel: true
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CastTime: 1000
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AfterCastActDelay: 500
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Cooldown: 1000
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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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- Level: 1
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Amount: 41
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Amount: 38
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- Level: 2
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Amount: 44
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Amount: 41
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- Level: 3
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Amount: 47
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Amount: 44
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- Level: 4
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Amount: 50
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Amount: 47
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- Level: 5
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Amount: 53
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Amount: 50
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- Level: 6
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Amount: 56
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Amount: 53
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- Level: 7
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Amount: 59
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Amount: 56
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- Level: 8
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Amount: 62
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Amount: 59
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- Level: 9
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Amount: 65
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Amount: 62
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- Level: 10
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Amount: 68
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Amount: 65
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Status:
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Attack_Stance: true
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- Id: 5267
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@ -37086,35 +37104,35 @@ Body:
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Hit: Single
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HitCount: 1
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Element: Holy
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GiveAp: 5
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GiveAp: 7
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CastCancel: true
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CastTime: 1000
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AfterCastActDelay: 500
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AfterCastActDelay: 150
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Duration1: 4500
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Cooldown: 5000
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Cooldown: 4500
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FixedCastTime: 1500
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Requires:
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SpCost:
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- Level: 1
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Amount: 50
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Amount: 67
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- Level: 2
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Amount: 54
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- Level: 3
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Amount: 58
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- Level: 4
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Amount: 62
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- Level: 5
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Amount: 66
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- Level: 6
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Amount: 70
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- Level: 7
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Amount: 74
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- Level: 8
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Amount: 78
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- Level: 9
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- Level: 3
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Amount: 73
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- Level: 4
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Amount: 76
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- Level: 5
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Amount: 79
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- Level: 6
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Amount: 82
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- Level: 7
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Amount: 85
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- Level: 8
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Amount: 88
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- Level: 9
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Amount: 91
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- Level: 10
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Amount: 86
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Amount: 94
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Unit:
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Id: Cross_Rain
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Range:
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@ -5454,26 +5454,28 @@ 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 IG_GRAND_JUDGEMENT:
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skillratio += -100 + 750 * skill_lv + 10 * sstatus->pow;
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skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
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if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
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skillratio += 350 * skill_lv;
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skillratio += 100 + 150 * skill_lv;
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RE_LVL_DMOD(100);
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if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
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skillratio += skillratio * i / 100;
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break;
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case IG_SHIELD_SHOOTING:
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skillratio += -100 + 600 * skill_lv + 5 * sstatus->pow;
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skillratio += -100 + 1400 + 2100 * skill_lv + 5 * sstatus->pow;
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skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
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if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
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short index = sd->equip_index[EQI_HAND_L];
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if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
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skillratio += sd->inventory_data[index]->weight / 20 * sd->inventory.u.items_inventory[index].refine;
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if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
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skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
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skillratio += sd->inventory.u.items_inventory[index].refine * 4;
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}
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}
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RE_LVL_DMOD(100);
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break;
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case IG_OVERSLASH:
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skillratio += -100 + 60 * skill_lv + 5 * sstatus->pow;
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skillratio += -100 + (120 + pc_checkskill(sd, IG_SPEAR_SWORD_M) * 10) * skill_lv + 5 * sstatus->pow;
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RE_LVL_DMOD(100);
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if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
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skillratio += skillratio * i / 100;
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@ -7885,18 +7887,18 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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RE_LVL_DMOD(100);
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break;
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case IG_JUDGEMENT_CROSS:
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skillratio += -100 + 750 * skill_lv + 10 * sstatus->spl;
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skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
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if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
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skillratio += 350 * skill_lv;
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skillratio += 150 * skill_lv;
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RE_LVL_DMOD(100);
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if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
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skillratio += skillratio * i / 100;
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break;
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case IG_CROSS_RAIN:
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if( sc && sc->getSCE( SC_HOLY_S ) ){
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skillratio += -100 + ( 250 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
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skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
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}else{
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skillratio += -100 + ( 150 + 5 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
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skillratio += -100 + ( 320 + 5 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
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}
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skillratio += 5 * sstatus->spl;
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RE_LVL_DMOD(100);
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