Issue Information
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#007074
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0 - None Assigned
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Fixed
Issue Confirmations
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Yes (1)No (0)
I'm testing on trunk latest and I have noticed all of Gates of Hell's damage is ignored by flee. The Bonus damage based off of Missing HP and max SP is suppose to disregard flee. It would nice if this could be fixed .
Another issue is that currently GoH lvl 1-6 is melee while 7-10 is ranged. lvl 1-4 GoH is suppose to be melee while 5-10 is suppose to be ranged. I guess i shouldn't have sed the second issue but it would've been fixed eventually T.T.
Any I hope these problems can be fixed asap please and thanks
Another issue is that currently GoH lvl 1-6 is melee while 7-10 is ranged. lvl 1-4 GoH is suppose to be melee while 5-10 is suppose to be ranged. I guess i shouldn't have sed the second issue but it would've been fixed eventually T.T.
Any I hope these problems can be fixed asap please and thanks
changed status to: Needs More Info
Need confirmation and/or source
changed status to: Duplicate
Btw, the only dup report is Hellgate Miss-Bug
So the report is
And I can confirm this. Lvl 1-4 melee and Lvl 5-10 is Long range
Source pRO Sakray:
So the report is
Another issue is that currently GoH lvl 1-6 is melee while 7-10 is ranged. lvl 1-4 GoH is suppose to be melee while 5-10 is suppose to be ranged. I guess i shouldn't have sed the second issue but it would've been fixed eventually T.T.
And I can confirm this. Lvl 1-4 melee and Lvl 5-10 is Long range
Source pRO Sakray:
ah ok...noted...
changed status to: Confirmed
umm so is part of GoH damage going to disregard flee? cuz thats honestly the bigger issue xD
The missing HP part of the damage ignores flee, and there's also the tiny bonus dmg from spirit spheres.
Tested this, it seems to be working as intended on my side.
Tested this, it seems to be working as intended on my side.
can't make combo :
Dragon Combo -> Fallen Empire -> Gate of Hell.
Fix:
in skill.c find this block
Dragon Combo -> Fallen Empire -> Gate of Hell.
Fix:
in skill.c find this block
if( sd->sc.data[SC_COMBO] ) {
switch( skill_id ) {
case MO_CHAINCOMBO:
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
case MO_EXTREMITYFIST:
case TK_TURNKICK:
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
case HT_POWER:
case GC_COUNTERSLASH:
case GC_WEAPONCRUSH:
case SR_FALLENEMPIRE:
case SR_DRAGONCOMBO:
case SR_TIGERCANNON:
+ case SR_GATEOFHELL: // combo fix
break;
default: return 0;
}
}
changed status to: Fixed