Renewal Simple Defense Formula Flag (#8429)
- Added a flag "SimpleDefense" to mark skills that use the simple defense formula * Simple defense: Damage is flat reduced by DEF+DEF2. Res is ignored. - Dragon Breath / Water now also ignore Res - Fixes #8419 Special thanks to everyone who helped testing all these skills to confirm this common rule.
This commit is contained in:
parent
8c4d1bb0c6
commit
fcf74b0dfc
@ -7235,6 +7235,7 @@ Body:
|
||||
TargetType: Self
|
||||
DamageFlags:
|
||||
IgnoreDefense: true
|
||||
SimpleDefense: true
|
||||
Range: 9
|
||||
Hit: Single
|
||||
HitCount: 1
|
||||
@ -7664,6 +7665,7 @@ Body:
|
||||
TargetType: Attack
|
||||
DamageFlags:
|
||||
IgnoreFlee: true
|
||||
SimpleDefense: true
|
||||
Flags:
|
||||
TargetTrap: true
|
||||
Range: -2
|
||||
@ -9452,6 +9454,7 @@ Body:
|
||||
DamageFlags:
|
||||
IgnoreAtkCard: true
|
||||
IgnoreFlee: true
|
||||
SimpleDefense: true
|
||||
Flags:
|
||||
IsNpc: true
|
||||
TargetSelf: true
|
||||
@ -19110,6 +19113,7 @@ Body:
|
||||
DamageFlags:
|
||||
Splash: true
|
||||
IgnoreFlee: true
|
||||
SimpleDefense: true
|
||||
Flags:
|
||||
TargetTrap: true
|
||||
Range: 9
|
||||
@ -22655,6 +22659,7 @@ Body:
|
||||
DamageFlags:
|
||||
Splash: true
|
||||
IgnoreFlee: true
|
||||
SimpleDefense: true
|
||||
Flags:
|
||||
AllowOnMado: true
|
||||
Range: 9
|
||||
@ -28789,6 +28794,7 @@ Body:
|
||||
DamageFlags:
|
||||
Splash: true
|
||||
IgnoreFlee: true
|
||||
SimpleDefense: true
|
||||
Range:
|
||||
- Level: 1
|
||||
Size: 7
|
||||
@ -33145,6 +33151,7 @@ Body:
|
||||
DamageFlags:
|
||||
Splash: true
|
||||
IgnoreFlee: true
|
||||
SimpleDefense: true
|
||||
Flags:
|
||||
TargetTrap: true
|
||||
Range: 9
|
||||
|
@ -58,6 +58,7 @@ IgnoreFlee - Skill ignores target's flee (Magic type always ignores)
|
||||
IgnoreDefCard - Skill ignores target's defense cards.
|
||||
IgnoreLongCard - Skill ignores caster's long range damage cards.
|
||||
Critical - Skill can critical.
|
||||
SimpleDefense - (Renewal-only) Physical damage is flatly reduced by DEF+DEF2. RES is ignored.
|
||||
|
||||
---------------------------------------
|
||||
|
||||
|
@ -6648,42 +6648,31 @@ static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *
|
||||
}
|
||||
|
||||
#ifdef RENEWAL
|
||||
switch(skill_id) {
|
||||
case RK_DRAGONBREATH:
|
||||
case RK_DRAGONBREATH_WATER:
|
||||
case NC_ARMSCANNON:
|
||||
case GN_CARTCANNON:
|
||||
case MO_EXTREMITYFIST:
|
||||
if (attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
|
||||
return;
|
||||
if (is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
|
||||
return;
|
||||
[[fallthrough]];
|
||||
case CR_GRANDCROSS: // Grand Cross is marked as "IgnoreDefense" in renewal as it's applied at the end after already combining ATK and MATK
|
||||
case NPC_GRANDDARKNESS:
|
||||
// Defense reduction by flat value.
|
||||
// This completely bypasses the normal RE DEF Reduction formula.
|
||||
wd->damage -= (def1 + vit_def);
|
||||
if (is_attack_left_handed(src, skill_id))
|
||||
wd->damage2 -= (def1 + vit_def);
|
||||
break;
|
||||
std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
|
||||
|
||||
if (nk[NK_SIMPLEDEFENSE]) {
|
||||
// Defense reduction by flat value.
|
||||
// This completely bypasses the normal RE DEF Reduction formula.
|
||||
wd->damage -= (def1 + vit_def);
|
||||
if (is_attack_left_handed(src, skill_id))
|
||||
wd->damage2 -= (def1 + vit_def);
|
||||
}
|
||||
else {
|
||||
/**
|
||||
* RE DEF Reduction
|
||||
* Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
|
||||
* Pierce defence gains 1 atk per def/2
|
||||
*/
|
||||
default:
|
||||
if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
|
||||
def1 = -399;
|
||||
ATK_ADD2(wd->damage, wd->damage2,
|
||||
is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
|
||||
is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
|
||||
);
|
||||
if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
|
||||
wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
|
||||
if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
|
||||
wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
|
||||
break;
|
||||
if (def1 == -400) /* -400 creates a division by 0 and subsequently crashes */
|
||||
def1 = -399;
|
||||
ATK_ADD2(wd->damage, wd->damage2,
|
||||
is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1 * battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv)) / 200 : 0,
|
||||
is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1 * battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv)) / 200 : 0
|
||||
);
|
||||
if (!attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R))
|
||||
wd->damage = wd->damage * (4000 + def1) / (4000 + 10 * def1) - vit_def;
|
||||
if (is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
|
||||
wd->damage2 = wd->damage2 * (4000 + def1) / (4000 + 10 * def1) - vit_def;
|
||||
}
|
||||
#else
|
||||
if (def1 > 100) def1 = 100;
|
||||
@ -7507,10 +7496,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
|
||||
|
||||
// Res reduces physical damage by a percentage and
|
||||
// is calculated before DEF and other reductions.
|
||||
// TODO: It seems all skills that use the simple defense formula (damage substracted by DEF+DEF2) ignore Res
|
||||
// TODO: We should add a flag for those skills or use the IgnoreDefense flag after confirming all
|
||||
// All skills that use the simple defense formula (damage substracted by DEF+DEF2) ignore Res
|
||||
// TODO: Res formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
|
||||
if ((wd.damage + wd.damage2) && tstatus->res > 0 && skill_id != MO_EXTREMITYFIST && skill_id != GN_CARTCANNON && skill_id != NC_ARMSCANNON) {
|
||||
if ((wd.damage + wd.damage2) && tstatus->res > 0 && !nk[NK_SIMPLEDEFENSE]) {
|
||||
short res = tstatus->res;
|
||||
short ignore_res = 0;// Value used as a percentage.
|
||||
|
||||
@ -8786,7 +8774,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
|
||||
#ifdef RENEWAL
|
||||
// MRes reduces magical damage by a percentage and
|
||||
// is calculated before MDEF and other reductions.
|
||||
// TODO: Check if there are skills that ignore Mres, similar to skills that ignore Res
|
||||
// TODO: MRes formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
|
||||
if (ad.damage && tstatus->mres > 0) {
|
||||
short mres = tstatus->mres;
|
||||
|
@ -10654,6 +10654,7 @@
|
||||
export_constant(NK_IGNOREDEFCARD);
|
||||
export_constant(NK_IGNORELONGCARD);
|
||||
export_constant(NK_CRITICAL);
|
||||
export_constant(NK_SIMPLEDEFENSE);
|
||||
|
||||
/* skill inf */
|
||||
export_constant(INF_PASSIVE_SKILL);
|
||||
|
@ -58,6 +58,7 @@ enum e_skill_nk : uint8 {
|
||||
NK_IGNOREDEFCARD,
|
||||
NK_CRITICAL,
|
||||
NK_IGNORELONGCARD,
|
||||
NK_SIMPLEDEFENSE,
|
||||
NK_MAX,
|
||||
};
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user