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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.

- Administration

Issue Information

  • #008331

  • 0 - None Assigned

  • Invalid

Issue Confirmations

  • Yes (0)No (0)
Photo

NC_POWERSWING Skillratio bug

Posted by Rikter on 11 September 2014 - 10:19 PM

Power swing is not applying the proper bonus from 3rd class baselevel from renewal settings.
skillratio = 300 + 100*skill_lv + ( status_get_str(src)+status_get_dex(src) ) * status->get_lv(src) / 100;

Should add:
RE_LVL_DMOD(100);

RE_LVL_DMOD(100) = status->get_lv(src) / 100

the bonus is added correctly, I add this this way cause the of the formula ( Caster’s STR + DEX ) x Caster’s Base Level /
100

Oh, I didn't really do any math about that, I though it was referred to another specific bonus to damage for the skill, iRowiki can be tricky sometimes :P

Anyway,
RE_LVL_DMOD(100) = skillratio = skillratio * status->get_lv(src) / (val);

I think it should be:
skillratio = (300 + 100*skill_lv + ( status_get_str(src)+status_get_dex(src) )) * status->get_lv(src) / 100;

Bonus should apply to the entire skillratio for the skill. And still, if you want to "skip" the status part, base skillratio is:
skillratio = 300 + 100*skill_lv;

So still, the RE_LVL_DMOD(100) should apply to that:
[code=auto:0]skillratio = ((300 + 100*skill_lv) * status->get_lv(src) / 100) + ( status_get_str(src)+status_get_dex(src) );

Am I wrong? o_O

changed status to: Invalid

Power Swing
Damage: [(300 + 100 * Skill Level) + Bonus ATK] %
Bonus ATK = { ( Caster’s STR + DEX ) x Caster’s Base Level / 100 }
Global Skill Delay: 1 second
10% chance to stun for 2 seconds (fixed).
Axe Boomerang Activation Chance: (Skill Level * 5) %

The formula is good =)