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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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  • #006949

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Crimson Fire Formation low damage

Posted by Hercules Bot on 30 November 2012 - 01:12 AM

Originally posted by Beret
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.

I'm still not convinced, here a video of BRO-Ragnarok from Brazil. Here you can see clearly that if the monster is reached he does not advance to next cell until the ability no more effect in that cell,so far so good, the problem is that each fire for example in lv10, is automatically canceled after inflicting its maximum number of strikes. Already in eathena disappears in 2 hits.


LV1 -> 5hits
LV2 -> 5hits
LV3 -> 6hits
LV4 -> 6hits
LV5 -> 7hits
LV6 -> 7hits
LV7 -> 8hits
LV8 -> 8hits
LV9 -> 9hits
LV10 -> 9hits



Look in: 4:16, 5:20, 6:26, 07:00, 7:32

#edit

I will confirm later in iro, the amount of hits, it seems that the last hit is not occurs, for example before the 9 hit the fire disappears.




It's just a display problem, Beret. Since our SKILLUNITTIMER_INTERVAL is 100ms we deal 5 hits every 100ms instead of 1 hit every 20ms so it looks only like 2 hits, but it actually deals damage of 9 hits.

If you want that as on official you need to set SKILLUNITTIMER_INTERVAL to 20ms. But it costs a lot performance.

Oh yeah, I should have mentioned: You can find the define in skill.c.

Edited by Playtester, 15 November 2014 - 10:35 AM.


I changed to 20 and was gradually increased, but the hits are many fast, nor to see the amount of hits. different from aegis that has a delay from one hit to another.

More you said works like the officer, so it's okay.

In the opening video you can see how fast the hits really are. On the video you posted afterwards you can see that it bundles damage packets together (multiple numbers over each other), that's why it seems "slower". This is because of the nagle algorithm.

If you want the hits to be slower on your server you can set that in the skill_unit_db.txt:

535,0xbd, , -1, 0, 20,enemy, 0x010 //NJ_KAENSIN



I noticed that the double hits, also noticed that even speaking at the aegis for example that in the lv9 and 10 the skill of 9 hits, in iro I could only do 8 hits, the hit 9 does not exist, I thought it was strange that, too.