Issue Information
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#007708
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0 - None Assigned
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Fixed
Issue Confirmations
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Yes (2)No (0)
the basic chance is all right, well I can't say the same about the resist formula.
it's supposed to be:
but in our own version, currently it seems to be:
Here is it in status.c:
it's supposed to be:
- Succes chance is ( 25 + 10 * Skill Level )% - {( Target’s VIT + LUK ) / 5 }%
but in our own version, currently it seems to be:
- Succes chance is ( 25 + 10 * Skill Level )% - {( Target’s VIT + LUK ) / 500 }%
Here is it in status.c:
case SC_MANDRAGORA: sc_def = (status->vit+status->luk)/5; break;We know when sc_def reaches 10,000, one can get immune to a specific status, like:
case SC_FREEZE: sc_def = status->mdef*100;
The resist formula is not working at all - this is killing WoE in our server. Two genetics run in and Howl, and 9/10 of the defense is disabled. I should have 90% resistance, and I'm getting howled almost 75% of the time.
This was done over 500 trials. I think that should be enough evidence?
This was done over 500 trials. I think that should be enough evidence?
=3=
thanks for confirming this, and yeah this skill is quite imba especially when it has a success chance of 75%...
thanks for confirming this, and yeah this skill is quite imba especially when it has a success chance of 75%...
Instant Cast Hell Plant + This skill + Hide tends to wreck most things.
Bump~
There is no PvP/WoE to talk about, before this is fixed.
There is no PvP/WoE to talk about, before this is fixed.
Support. Bump.
Bump.
WoE with this is mostly spent casting "Hide" for a few seconds. lol
Or Body Relocation.
;
WoE with this is mostly spent casting "Hide" for a few seconds. lol
Or Body Relocation.
Bump.
according to this: https://docs.google....xm3u3rRLQChg_Zo
here is the patch of the fix made by rytech in 3ceam
here is the patch of the fix made by rytech in 3ceam
db/re/skill_db.txt | 2 +-
src/map/skill.c | 17 +++++++++++------
src/map/status.c | 5 +----
3 files changed, 13 insertions(+), 11 deletions(-)
diff --git a/db/re/skill_db.txt b/db/re/skill_db.txt
index 4b01cb3..831a5f4 100644
--- a/db/re/skill_db.txt
+++ b/db/re/skill_db.txt
@@ -1009,7 +1009,7 @@
2489,11,6,1,0,0,0,10,1:2:3:4:5:6:7:8:9:10,no,0,0,0,weapon,0, GN_FIRE_EXPANSION_ACID,Fire Expansion Acid
2490,9,6,2,0,0x3,1,5,1,yes,0,0x80,2:3:4:5:6,none,0, GN_HELLS_PLANT,Hell's Plant
2491,0,6,1,0,0xC0,0,5,1,no,0,0,0,misc,0, GN_HELLS_PLANT_ATK,Hell's Plant Attack
-2492,0,6,4,0,0x3,6:7:8:9:10,5,1,yes,0,0,0,none,0, GN_MANDRAGORA,Howling of Mandragora
+2492,0,6,4,0,0x3,5:6:6:7:7,5,1,yes,0,0,0,none,0, GN_MANDRAGORA,Howling of Mandragora
2493,11,6,16,0,0x1,0,1,1,yes,0,0,0,none,0, GN_SLINGITEM,Sling Item
2494,0,6,4,0,0x1,0,1,1,no,0,0,0,none,0, GN_CHANGEMATERIAL,Change Material
2495,0,6,4,0,0x1,0,2,1,no,0,0,0,none,0, GN_MIX_COOKING,Mix Cooking
diff --git a/src/map/skill.c b/src/map/skill.c
index 6ec9d2f..c9c1c27 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -9010,12 +9010,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case GN_MANDRAGORA:
if( flag&1 ) {
- if ( clif->skill_nodamage(bl, src, skill_id, skill_lv,
- sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv))) )
- status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
- } else
- iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5;
+ if ( chance < 10 )
+ chance = 10;//Minimal chance is 10%.
+ if ( rand()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech]
+ sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
+ status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
+ }
+ } else if ( sd ) {
+ iMap->foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ clif->skill_nodamage(bl, src, skill_id, skill_lv, 1);
+ }
break;
case GN_SLINGITEM:
diff --git a/src/map/status.c b/src/map/status.c
index ee5d4bf..d08bf96 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -4323,7 +4323,7 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang
if(sc->data[SC_MARIONETTE])
int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
if(sc->data[SC_MANDRAGORA])
- int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
+ int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
if(sc->data[SC_COCKTAIL_WARG_BLOOD])
int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
if(sc->data[SC_INSPIRATION])
@@ -6382,9 +6382,6 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
tick -= 1000 * ((iStatus->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5));
tick = max(tick,10000);
break;
- case SC_MANDRAGORA:
- sc_def = (status->vit+status->luk)/5;
- break;
case SC_KYOUGAKU:
tick -= 1000 * status_get_int(bl) / 20;
break;
Thanks a lot!
and bump btw
Will this be added to the next revision?
Bump since it's the weekend. ;o;
Maybe we can get it by next patch haha.
Maybe we can get it by next patch haha.
Bump so it can get Malufett's attention...
Bump...
Woot!
Thanks a lot!
Thanks a lot!














