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Helena

All skills too weak?

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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?

Edited by Helena

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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; }
Edited by Najara

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use pre-re mechanics or edit mapzonedb

Edited by mleo1

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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?  :(

 

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!

Edited by Helena

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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.

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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 ?

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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. :P

 

 

 

//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; }
Edited by Najara

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