Issue Information
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#007490
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0 - None Assigned
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Fixed
Issue Confirmations
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Yes (0)No (0)
My players noticed quite a significant increase in most of the skills they use regularly. Asura now deals about 800k damage with morph set + asura build. Warg strike, spammable as it is, deals 16k damage. Ignition break deals about 73k damage in a best case scenario (damage-wise). Final strike + mirror image deals 53k per hit. These are just a few of the skills that evidently gained damage output these past few days. I'm using the latest git hash, no source edits. I decided to apply the latest updates to my live server to expedite bug testing.
One of the reasons might be % or race card damage modifiers. I tried asura on a barricade and hit for about 100k damage on average with a 4 slot non carded level 1 mace. I then tried with a quad liberation level 1 mace and hit the same target for an average damage of a little over 500k. Now 4 abysmal knight cards in theory should result in 100% more damage to boss type monsters. I'm not that good in math but 500k from 100k is way beyond a 100% improvement.
One of the reasons might be % or race card damage modifiers. I tried asura on a barricade and hit for about 100k damage on average with a 4 slot non carded level 1 mace. I then tried with a quad liberation level 1 mace and hit the same target for an average damage of a little over 500k. Now 4 abysmal knight cards in theory should result in 100% more damage to boss type monsters. I'm not that good in math but 500k from 100k is way beyond a 100% improvement.
are you using high rate server?
default settings. the only thing i changed was import folder and added my healers, warpers, maps, mmo.h client date, exp is 150x. 150/50 3rd jobs.
Edited by mofo, 07 July 2013 - 03:29 PM.
ah..I know now..I forgot to change the flags in the reduction suppose to be reduction onlyOne of the reasons might be % or race card damage modifiers. I tried asura on a barricade and hit for about 100k damage on average with a 4 slot non carded level 1 mace. I then tried with a quad liberation level 1 mace and hit the same target for an average damage of a little over 500k. Now 4 abysmal knight cards in theory should result in 100% more damage to boss type monsters. I'm not that good in math but 500k from 100k is way beyond a 100% improvement.
changed status to: Fixed
Fixed @ cf56f7c9142ae164d4e093807f1e7def3471afbd
salut =)
This time the damage is barely increased by cards. But there is an increase, so I assume this is because it only affects a certain part of atk calculation and not total end damage. The formula right now feels correct. Thanks for the fix.
This time the damage is barely increased by cards. But there is an increase, so I assume this is because it only affects a certain part of atk calculation and not total end damage. The formula right now feels correct. Thanks for the fix.
Edited by mofo, 07 July 2013 - 11:25 PM.