Tempfix for way too low blow damage.
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@ -118,6 +118,14 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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{
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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}
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// ........................_____________________________Initial Damage____________________________...___________Position Additional Damage___________..._CriticalAdd_
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// ATTACK CALCULATION 77 * [(skillpower+patk) * 0.666 * cdbonus * cdPosBonusHalf * cdVulnHalf * ss + isBack0.2Side0.05 * (skillpower+patk*ss) * random + 6 * cd_patk] / pdef
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// ````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^
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@ -118,6 +118,14 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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{
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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}
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// ........................_____________________________Initial Damage____________________________...___________Position Additional Damage___________..._CriticalAdd_
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// ATTACK CALCULATION 77 * [(skillpower+patk) * 0.666 * cdbonus * cdPosBonusHalf * cdVulnHalf * ss + isBack0.2Side0.05 * (skillpower+patk*ss) * random + 6 * cd_patk] / pdef
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// ````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^
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@ -118,6 +118,14 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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{
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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}
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// ........................_____________________________Initial Damage____________________________...___________Position Additional Damage___________..._CriticalAdd_
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// ATTACK CALCULATION 77 * [(skillpower+patk) * 0.666 * cdbonus * cdPosBonusHalf * cdVulnHalf * ss + isBack0.2Side0.05 * (skillpower+patk*ss) * random + 6 * cd_patk] / pdef
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// ````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^
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@ -118,6 +118,14 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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{
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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}
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// ........................_____________________________Initial Damage____________________________...___________Position Additional Damage___________..._CriticalAdd_
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// ATTACK CALCULATION 77 * [(skillpower+patk) * 0.666 * cdbonus * cdPosBonusHalf * cdVulnHalf * ss + isBack0.2Side0.05 * (skillpower+patk*ss) * random + 6 * cd_patk] / pdef
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// ````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^
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@ -118,6 +118,14 @@ public final class Formulas
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final Position position = Position.getPosition(attacker, target);
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final double isPosition = position == Position.BACK ? 0.2 : position == Position.SIDE ? 0.05 : 0;
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// Mobius: Fix for way too low blow damage.
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power *= 5;
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// Mobius: Manage level difference as well.
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if (attacker.getLevel() < target.getLevel())
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{
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power *= 1 - (Math.min(target.getLevel() - attacker.getLevel(), 9) / 10);
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}
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// ........................_____________________________Initial Damage____________________________...___________Position Additional Damage___________..._CriticalAdd_
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// ATTACK CALCULATION 77 * [(skillpower+patk) * 0.666 * cdbonus * cdPosBonusHalf * cdVulnHalf * ss + isBack0.2Side0.05 * (skillpower+patk*ss) * random + 6 * cd_patk] / pdef
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// ````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^
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