Detroitas Posted January 17, 2017 Share Posted January 17, 2017 (edited) How to lower Titans damage? Because now with frenzy,zaelot to +20 give critical 18k damage, lol. Acis 350 revision by 'Baggos' project Edited January 17, 2017 by Detroitas Link to comment Share on other sites More sharing options...
0 melron Posted January 17, 2017 Share Posted January 17, 2017 (edited) decrease frenzy power... ? :D Edited January 17, 2017 by melron Link to comment Share on other sites More sharing options...
0 Detroitas Posted January 17, 2017 Author Share Posted January 17, 2017 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? Link to comment Share on other sites More sharing options...
0 melron Posted January 17, 2017 Share Posted January 17, 2017 (edited) <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 January 17, 2017 by melron Link to comment Share on other sites More sharing options...
0 Detroitas Posted January 17, 2017 Author Share Posted January 17, 2017 So how to make it now? :D Bevause now 18k damage not good. :D Need about 7k max critical. Link to comment Share on other sites More sharing options...
0 melron Posted January 17, 2017 Share Posted January 17, 2017 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 .... Link to comment Share on other sites More sharing options...
0 Detroitas Posted January 17, 2017 Author Share Posted January 17, 2017 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 Link to comment Share on other sites More sharing options...
0 Versus Posted January 17, 2017 Share Posted January 17, 2017 <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%) Link to comment Share on other sites More sharing options...
0 melron Posted January 17, 2017 Share Posted January 17, 2017 (edited) 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 January 17, 2017 by melron Link to comment Share on other sites More sharing options...
0 Detroitas Posted January 17, 2017 Author Share Posted January 17, 2017 Hahaha lol, so anyone wll tell me how to change it to got normal damage :D Link to comment Share on other sites More sharing options...
0 melron Posted January 17, 2017 Share Posted January 17, 2017 u can take versus example or even better change and test your values.. lol :p Link to comment Share on other sites More sharing options...
0 Versus Posted January 17, 2017 Share Posted January 17, 2017 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. Link to comment Share on other sites More sharing options...
0 melron Posted January 17, 2017 Share Posted January 17, 2017 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 Link to comment Share on other sites More sharing options...
0 Detroitas Posted January 17, 2017 Author Share Posted January 17, 2017 <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? Link to comment Share on other sites More sharing options...
0 An4rchy Posted January 17, 2017 Share Posted January 17, 2017 <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. Link to comment Share on other sites More sharing options...
0 Detroitas Posted January 18, 2017 Author Share Posted January 18, 2017 <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 Link to comment Share on other sites More sharing options...
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Detroitas
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 DetroitasLink to comment
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