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Titan


Detroitas

Question

How to lower Titans damage? Because now with frenzy,zaelot to +20 give critical 18k damage, lol.

Acis 350 revision by 'Baggos' project

Edited by Detroitas
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decrease frenzy power... ? :D

<skill id="176" levels="3" name="Frenzy">
<table name="#swordbluntpole"> 1 1.5 2 </table>
<table name="#twohand"> 1.5 2 3 </table>
<table name="#all"> 1.15 1.20 1.25 </table>
<table name="#accCombat"> 2 4 6 </table>
<table name="#mpConsume"> 14 21 25 </table>
<table name="#stackOrder"> 1 2 3 </table>
<table name="#aggro"> 303 438 523 </table>
<set name="mpConsume" val="#mpConsume"/>
<set name="target" val="TARGET_SELF"/>
<set name="reuseDelay" val="600000"/>
<set name="hitTime" val="1500"/>
<set name="skillType" val="BUFF"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="aggroPoints" val="#aggro"/>
<cond msgId="113" addName="1">
<player hp="30" />
</cond>
<for>
<effect name="Buff" time="90" val="0" stackOrder="#stackOrder" stackType="pinch">
<mul order="0x30" stat="pAtk" val="#all" />
<mul order="0x30" stat="pAtk" val="#swordbluntpole">
<using kind="SWORD,BIGSWORD,BLUNT,BIGBLUNT,POLE" />
</mul>
<mul order="0x30" stat="pAtk" val="#twohand">
<using kind="BIGSWORD,BIGBLUNT" />
</mul>
<add order="0x40" stat="accCombat" val="#accCombat">
<using kind="BIGSWORD,BIGBLUNT" />
</add>
</effect>
</for>
</skill>

what change here?

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<table name="#swordbluntpole"> 1 1.5 2 </table>
<table name="#twohand"> 1.5 2 3 </table>
<table name="#all"> 1.15 1.20 1.25 </table>

<mul order="0x30" stat="pAtk" val="#all" />
<mul order="0x30" stat="pAtk" val="#swordbluntpole">
<mul order="0x30" stat="pAtk" val="#twohand">

Change the values of the table you want (depends the weapon) , each table have 3 values cause of frenzy got 3 levels Do u get it ? ;)

By itself it increase 25% dmg for any weapon type (table #all , 3rd value , 1.25)

 

then the bonuses

 

<table name="#twohand"> 1.5 2 3 </table>

 

When two handed used ( level 1 frenzy, 50% p.atk. level 2 frenzy, 100% p.atk and level 3 frenzy, 200% p.atk (this 3 is 200%)

Edited by melron
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So how to make it now? :D Bevause now 18k damage not good. :D Need about 7k max critical.

u can just decrease all these values /2 but this is not the best solution... better try to rebalance your custom items ....

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u can just decrease all these values /2 but this is not the best solution... better try to rebalance your custom items ....

server is no custom :D You can check if have time: www.l2aroma.com 

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<table name="#swordbluntpole"> 1 1.5 2 </table>
<table name="#twohand"> 1.5 2 3 </table>
<table name="#all"> 1.15 1.20 1.25 </table>

<mul order="0x30" stat="pAtk" val="#all" />
<mul order="0x30" stat="pAtk" val="#swordbluntpole">
<mul order="0x30" stat="pAtk" val="#twohand">

Change the values of the table you want (depends the weapon) , each table have 3 values cause of frenzy got 3 levels Do u get it ? ;)

 

 

<table name="#twohand"> 1.5 2 3 </table>

 

When two handed used ( level 1 frenzy, 15% p.atk. level 2 frenzy, 20% p.atk and level 3 frenzy, 30% p.atk (this 3 is 30%)

 

Actually you are wrong.

That would be: lvl 1 -> 50% patk,  lvl 2 -> 100% patk, lvl 3 -> 200% patk.

 

To decrease it, change the values an example would be: 1.2 1.6 2.3 (20%, 60%, 130%)

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Actually you are wrong.

That would be: lvl 1 -> 50% patk,  lvl 2 -> 100% patk, lvl 3 -> 200% patk.

 

To decrease it, change the values an example would be: 1.2 1.6 2.3 (20%, 60%, 130%)

okey got it :p

Edited by melron
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I think you are wrong too :D i was too but..

 

as 1.2 means 120% ... 2.3 means 230% ...

 

1.5 = 50% , 2 = 200% 3 = 300 or no? :P

No.

 

Hahaha lol, so anyone wll tell me how to change it to got normal damage :D

I already told you at my post and gave you an example too. What melron said was also correct EXCEPT the part of his patk percents.

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No.

 

I already told you at my post and gave you an example too. What melron said was also correct EXCEPT the part of his patk percents.

yy i edited this one thanks :p

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<skill id="176" levels="3" name="Frenzy">
<table name="#swordbluntpole"> 1 1.5 2 </table>
<table name="#twohand"> 1.5 2 3 </table>
<table name="#all"> 1.15 1.20 1.25 </table>
<table name="#accCombat"> 2 4 6 </table>
<table name="#mpConsume"> 14 21 25 </table>
<table name="#stackOrder"> 1 2 3 </table>
<table name="#aggro"> 303 438 523 </table>
<set name="mpConsume" val="#mpConsume"/>
<set name="target" val="TARGET_SELF"/>
<set name="reuseDelay" val="600000"/>
<set name="hitTime" val="1500"/>
<set name="skillType" val="BUFF"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="aggroPoints" val="#aggro"/>
<cond msgId="113" addName="1">
<player hp="30" />
</cond>
<for>
<effect name="Buff" time="90" val="0" stackOrder="#stackOrder" stackType="pinch">
<mul order="0x30" stat="pAtk" val="#all" />
<mul order="0x30" stat="pAtk" val="#swordbluntpole">
<using kind="SWORD,BIGSWORD,BLUNT,BIGBLUNT,POLE" />
</mul>
<mul order="0x30" stat="pAtk" val="#twohand">
<using kind="BIGSWORD,BIGBLUNT" />
</mul>
<add order="0x40" stat="accCombat" val="#accCombat">
<using kind="BIGSWORD,BIGBLUNT" />
</add>
</effect>
</for>
</skill>

how it's must looks?

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<table name="#swordbluntpole"> 1 1.5 2 </table>
<table name="#twohand"> 1.5 2 3 </table>
<table name="#all"> 1.15 1.20 1.25 </table>

Play with these values until you get a desired result.

 

Also I would not suggest to use latest free aCis since there are problems (mainly stackoverflow) which I doubt you can fix.

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<table name="#swordbluntpole"> 1 1.5 2 </table>
<table name="#twohand"> 1.5 2 3 </table>
<table name="#all"> 1.15 1.20 1.25 </table>

can u help me to change it? now it's totaly bad with fr 18k damage to +20 sets :D

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