Detroitas Posted January 17, 2017 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
0 melron Posted January 17, 2017 Posted January 17, 2017 (edited) decrease frenzy power... ? :D Edited January 17, 2017 by melron
0 Detroitas Posted January 17, 2017 Author 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?
0 melron Posted January 17, 2017 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
0 Detroitas Posted January 17, 2017 Author Posted January 17, 2017 So how to make it now? :D Bevause now 18k damage not good. :D Need about 7k max critical.
0 melron Posted January 17, 2017 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 ....
0 Detroitas Posted January 17, 2017 Author 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
0 Versus Posted January 17, 2017 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%)
0 melron Posted January 17, 2017 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
0 Detroitas Posted January 17, 2017 Author Posted January 17, 2017 Hahaha lol, so anyone wll tell me how to change it to got normal damage :D
0 melron Posted January 17, 2017 Posted January 17, 2017 u can take versus example or even better change and test your values.. lol :p
0 Versus Posted January 17, 2017 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.
0 melron Posted January 17, 2017 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
0 Detroitas Posted January 17, 2017 Author 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?
0 An4rchy Posted January 17, 2017 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.
0 Detroitas Posted January 18, 2017 Author 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
Question
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 Detroitas21 answers to this question
Recommended Posts