Issue Information
-
#001670
-
0 - None Assigned
-
Done
Issue Confirmations
-
Yes (0)No (0)
Originally posted by I'm n00b XD
http://www.eathena.w...er&showbug=1670
LK_CONCENTRATION should give absence of stop-rate effect, but doesn't give.
There is no difference is skill used or not - stop-rate is identical in both cases.
This post has been edited by I'm n00b XD: Jul 5 2008, 11:23 PM
http://www.eathena.w...er&showbug=1670
LK_CONCENTRATION should give absence of stop-rate effect, but doesn't give.
There is no difference is skill used or not - stop-rate is identical in both cases.
This post has been edited by I'm n00b XD: Jul 5 2008, 11:23 PM
moved issue from Skills
changed status to: Needs More Info
Need confirmation on how it works on official servers
It gives you endure level 1 effect on all levels. It's just as if you used endure level 1 at the same time, you even get 1 mdef.
But is it really not working?
status.c:
if(sc->data[SC_CONCENTRATION])
mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
if( sc->data[SC_CONCENTRATION] )
return 0;
The only problem I see is that someone hardcoded the endure effect rather than giving the endure status change. The problem with that is, is that it doesn't expire after 7 hits. And probably stacks with Endure too.
See also iROwiki: http://irowiki.org/c...ic/Spear_Dynamo
But is it really not working?
status.c:
if(sc->data[SC_CONCENTRATION])
mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
if( sc->data[SC_CONCENTRATION] )
return 0;
The only problem I see is that someone hardcoded the endure effect rather than giving the endure status change. The problem with that is, is that it doesn't expire after 7 hits. And probably stacks with Endure too.
See also iROwiki: http://irowiki.org/c...ic/Spear_Dynamo
indeed the issue in question works as you say oo
what seven hits oo i understand it says hit charges, but i found the count nowhereThe only problem I see is that someone hardcoded the endure effect rather than giving the endure status change. The problem with that is, is that it doesn't expire after 7 hits. And probably stacks with Endure too.
changed status to: Started
this how it works officially..
when used Lv1 endure is also used.
Lv1 endure is override when Lv5 endure is used however the tick is not override.
When concentration is remove endure is also remove and vice versa.
when used Lv1 endure is also used.
Lv1 endure is override when Lv5 endure is used however the tick is not override.
When concentration is remove endure is also remove and vice versa.
Well, there doesn't seem to be much info on how many hit charges there are. But since Spear Dynamo just gives you Endure Level 1 status change, it would just be logical that the hit charges are also the same. Endure is coded to have 7 hit charges on all levels right now, that's how I got to that number.
My users report me that 'Endure' is not working properly.
I have already tested, and even though it is noticeable, if you have 'Endure' the mobs still stop your movement when you get hurt.
Related issue, or I should start a new one?
I have already tested, and even though it is noticeable, if you have 'Endure' the mobs still stop your movement when you get hurt.
Related issue, or I should start a new one?
changed status to: Done