Rebalance Imperial Guard 20221221 (#8078)

* Cross Rain
- Reduces cooldown from 4.5 seconds to 2.4 seconds.
- Reduces skill duration from 4.5 seconds to 2.4 seconds based on level 10.
- Increases factor weight of Spear & Sword Mastery skill level in skill formula from 50/100 (Holy Shield) to 100/150 (Holy Shield) based on level 10.
- Increases factor weight of SPL in skill formula from 5 to 7.
- Reduces AP recovery rate from 7 to 4.

* Shield Shooting
- Reworks skill to dealing damage to surrounding enemies within 7 x 7 cells around the target.
- Reduces cast range from 11 cells to 9 cells.
- Increases factor weight of Shield Mastery skill level in skill formula from 75 to 250 based on level 5.
- Increases base damage from 11900%Atk to 14900%Atk based on level 5.
- Increases factor weight of POW in skill formula from 5 to 7.
- Increases factor weight of shield refine rate in skill formula from 4 to 25.
This commit is contained in:
Atemo
2024-01-02 14:32:39 +01:00
committed by GitHub
parent 1c31d9c83e
commit f22e423677
3 changed files with 31 additions and 16 deletions

View File

@@ -5218,12 +5218,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case MT_TRIPLE_LASER:
skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case IG_SHIELD_SHOOTING:
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case DK_DRAGONIC_AURA:
case DK_STORMSLASH:
case IG_GRAND_JUDGEMENT:
@@ -5681,6 +5675,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case BO_EXPLOSIVE_POWDER:
case BO_MAYHEMIC_THORNS:
case NPC_WIDECRITICALWOUND:
case IG_SHIELD_SHOOTING:
if( flag&1 ) {//Recursive invocation
int sflag = skill_area_temp[0] & 0xFFF;
int heal = 0;
@@ -5877,6 +5872,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
// TODO: does this buff start before or after dealing damage? [Muh]
sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
break;
case IG_SHIELD_SHOOTING:
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
break;
}
// if skill damage should be split among targets, count them