All skills too weak?

Helena

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rAthena
Hello Hercules,

I'm running a 255/70 trans-only Renewal (Hercules) server, and my players have been saying that literally all the classes/skills are way too weak.

First I thought that they were only talking about PvM, because Renewal monsters are generally stronger than Pre-RE. 

However, they were talking about PvP as well, for example; a poor-equipped (max leveled) Champion is able to out-heal a (max leveled) well equipped High Wizard.

What can I do against this?

 
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use pre-re mechanics or edit mapzonedb

 
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I have too many customizations in RE to just switch to Pre-RE. Isn't there a way to just use Pre-skill mechanics? 
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Could you give an example how to edit map_zone_db? For example, to make Storm Gust cause double damage?

Thank you, I'll greatly appreciate it!

 
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i got the same problem also,many of skill renewal is to weak then pre-renewal system setup.

 
Yes exactly. Everything just seems way too weak. I wish there was a way to buff everything with like 50% without having to go full pre-re.

Also, I've just noticed fire property attacks do only 1 damage. :s

I've tried with fire bolt, fire pillar, meteor storm, etc. No matter how many int the user has, the damage stays 1 per hit.

 
player issue is always about spiral clashing,asura strike,crazy vine,sling,Self destruction,etc 3rd job skills.

 
Are you only talking about MATK or every skill in general? Here's the code to increase MATK based skills:

(It's already modified because I was facing this issue as well - edit to your liking)

Keep in mind though, if your Acid Demonstration is also based on MATK, you're gonna have to nerf that or Creators will be way too overpowered. :/

battle.c:

Code:
//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/40; }//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/40; }//Adds an absolute value to damage. 100 = +100 damage#define MATK_ADD( a ) { ad.damage+= a; }
 
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Are you only talking about MATK or every skill in general? Here's the code to increase MATK based skills:

(It's already modified because I was facing this issue as well - edit to your liking)

Keep in mind though, if your Acid Demonstration is also based on MATK, you're gonna have to nerf that or Creators will be way too overpowered. :/

battle.c:

//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/40; }//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/40; }//Adds an absolute value to damage. 100 = +100 damage#define MATK_ADD( a ) { ad.damage+= a; }
How about ATK ?

 
I'm pressume here at this part.

Although, I haven't modified any numbers here myself, so don't blame me if something goes wrong.
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Code:
//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }#define ATK_RATER(a){ wd.damage = wd.damage*(a)/100;}#define ATK_RATEL(a){ wd.damage2 = wd.damage2*(a)/100;}//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }//Adds an absolute value to damage. 100 = +100 damage#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
 
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