Issue Information
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#006949
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Needs More Info
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The skill Crimson Fire Formation is with very low damage in rathena, in the kro damage and hit are higher.
The monsters are also causing damage in rathena 1, is very difficult to kill beasts that takes 1 damage.
bump, some comment.
Unable to reproduce..I tried to mimic the setup in the video and I came up with a relative results...using proper equipment(normal items) and buff used but the damage I got is about a difference of 100~200 since Oboro buffs bonuses it still unknown or custom so we can not get ATM the exact result...
More the amount of hits.
It is also impossible to evolve into rathena mobs taking damage 1
Edited by Beret, 03 December 2012 - 05:35 PM.
Also the flames are not consumed when the mob comes in contact.
Blaze shield- replay.rar 47.09K 4 downloads
what do you mean by this? as I test kro, iro and and aegis server it only does one hit per milliseconds...Another thing that I noticed in the video is that Crimson Fire Formation is not the sum of the damage is shown the value of the last hit as sum.
hmm..don't get it..hehehehe..Also the flames are not consumed when the mob comes in contact.
what do you mean by this? as I test kro, iro and and aegis server it only does one hit per milliseconds...
Another thing that I noticed in the video is that Crimson Fire Formation is not the sum of the damage is shown the value of the last hit as sum.hmm..don't get it..hehehehe..>
Also the flames are not consumed when the mob comes in contact.
In hercules occurs only 1 hit and are 9 according to iro.
The sum of the hits is incorrect, Note the video if you give 5 hits 1 k will add 5 x 1 k as a sum
http://irowiki.org/wiki/Blaze_Shield
Edited by Beret, 25 February 2013 - 05:07 PM.
I did check iro and kro and they both do the same one hit not like JT,FB and other multi hit skill does..(and also what Hercules does)
try to make use of slower mobs so you can see the difference cause fast mobs like you used is too hard to see differences the damage display stacks..
Only difference I see is that on emulator we remove its dMotion so the monsters can be hit again faster after knockback, but in the video it looks like there is dMotion, but no knockback, so it will just keep hitting the monster in unit timer interval until monster walked to next cell, dies or flame did 9 hits.
Hmmm, I guess I'll put this on the list of skills to fix (so much to do ^^ .
On official servers, Crimson Fire Formation / Blaze Shield doesn't have any knockback effect. It's not like Firewall that has a 2 tile knockback effect. So basically it works against ALL monsters like Firewall works against undead monsters, hitting every 20ms.
Edit: Not sure if it gives walk delay or not, I guess the monster flinches, but it pretty much walks through CFF as if there was nothing stopping it. It sometimes even manages to walk over a flame completely without taking all 9 hits on max level.
Edited by Playtester, 12 November 2014 - 07:21 AM.
signed int __userpurge CPCBattle::SK_NJ_KaenSin<eax>(int a1<esi>, int a2) { signed int result; // eax@1 int v3; // ebx@2 int v4; // ST20_4@6 int v5; // ST18_4@6 LPCRITICAL_SECTION v6; // ST38_4@6 DWORD v7; // eax@6 int v8; // eax@6 int v9; // eax@7 int v10; // [sp+Ch] [bp-10h]@2 signed int v11; // [sp+10h] [bp-Ch]@1 signed int v12; // [sp+14h] [bp-8h]@2 signed int v13; // [sp+18h] [bp-4h]@3 result = *(_DWORD *)(*(_DWORD *)(a1 + 1108) + 880); v11 = result; if ( result ) { v3 = a2; (*(void (__stdcall **)(signed int, int))(**(_DWORD **)(a1 + 1108) + 52))(7, -*(_DWORD *)(a2 + 12)); CPC::ConsumeItem(1, 0); CPCSkill::DestroyPlayingSkill(*(_DWORD *)(a1 + 1108) + 4372); v10 = CZoneSkillGroupUniqueIDGenerator::Alloc(); v12 = -2; do { v13 = -2; do { if ( v12 || v13 ) { v4 = *(_DWORD *)(v3 + 4); v5 = *(_WORD *)(v3 + 16); v6 = CCharacterMgr::m_cpSelf; v7 = *(_DWORD *)v3 + timeGetTime(); v8 = CCharacterMgr::CreateSkill2( v6, v10, v11, 189, *(_DWORD *)(*(_DWORD *)(a1 + 1108) + 1996), v7, v5, 535, v4, 0, 0, -1); if ( v8 ) { v9 = (*(int (__thiscall **)(int))(*(_DWORD *)v8 + 40))(v8); CPCSkill::AddPlayingSkill(v9, v12, v13); } v3 = a2; } ++v13; } while ( v13 <= 2 ); ++v12; } while ( v12 <= 2 ); result = 1; } return result; }
__int16 __stdcall SK_NJ_KAENSIN::GetPreDelayTime(__int16 a1) { return 500 * (13 - a1); }
signed int __thiscall SK_NJ_KAENSIN::OnMsg(void *this, int a2, __int16 a3, int a4, int a5, int a6, int a7, int a8) { int v9; // [sp+4h] [bp-24h]@5 void *v10; // [sp+14h] [bp-14h]@3 int v11; // [sp+24h] [bp-4h]@3 if ( a4 == 12 ) { v10 = (void *)a5; memset(&v10, 0, 4); v11 = -1; CCharacterMgr::SendMsg_0(0, 94, (unsigned __int16)a3, a6, &v9, v10); } else { if ( a4 == 14 ) return 50; v10 = this; memset(&v10, 0, 4); v11 = -1; CSkillTypeInfo::OnMsg(a2, a3, a4, a5, a6, a7, v10); } return 0; }
int __thiscall SK_NJ_KAENSIN::Init(int this) { int v1; // esi@1 int v2; // eax@1 int result; // eax@1 v1 = this; *(_WORD *)(this + 172) = 535; v2 = *(_DWORD *)this; *(_DWORD *)(this + 184) = 4; result = (*(int (__stdcall **)(signed int))(v2 + 44))(3); *(_DWORD *)(v1 + 176) = 2; return result; }
Should be easy to merge.
Can't really say much about the damage of a single hit except that it's pretty much really 50% MATK (half the damage Fire Bolt would do with one hit at same INT with no equip and buffs).
If you look in 00:40 seconds of the video you will see that one of the flames of 3 hits and still doesn't go away, something is missing though is not complete.
Not sure what you mean with the last sentence, at 00:40 the golem gets hit 3 times then dies. As each flame can hit 9 times, it doesn't go away. Same as it's working here already.
as I see in the video its a flinch effect..as Playtester said..Doesn't work as the official, look at the beginning of the video, when he gets hit the Monster does not move or has its movement speed changed.