Addition of PhysicalSkillCriticalRate effect.
Contributed by nasseka.
This commit is contained in:
@@ -263,6 +263,7 @@ public class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("PhysicalEvasion", PhysicalEvasion::new);
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EffectHandler.getInstance().registerHandler("PhysicalMute", PhysicalMute::new);
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EffectHandler.getInstance().registerHandler("PhysicalShieldAngleAll", PhysicalShieldAngleAll::new);
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EffectHandler.getInstance().registerHandler("PhysicalSkillCriticalRate", PhysicalSkillCriticalRate::new);
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EffectHandler.getInstance().registerHandler("PhysicalSkillPower", PhysicalSkillPower::new);
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EffectHandler.getInstance().registerHandler("PhysicalSoulAttack", PhysicalSoulAttack::new);
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EffectHandler.getInstance().registerHandler("PkCount", PkCount::new);
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@@ -47,7 +47,7 @@ public class EnergyAttack extends AbstractEffect
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public EnergyAttack(StatSet params)
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{
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_power = params.getDouble("power", 0);
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_criticalChance = params.getInt("criticalChance", 0);
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_criticalChance = params.getInt("criticalChance", 10);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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_chargeConsume = params.getInt("chargeConsume", 0);
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@@ -57,7 +57,7 @@ public class PhysicalAttack extends AbstractEffect
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_power = params.getDouble("power", 0);
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_pAtkMod = params.getDouble("pAtkMod", 1.0);
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_pDefMod = params.getDouble("pDefMod", 1.0);
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_criticalChance = params.getDouble("criticalChance", 0);
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_criticalChance = params.getDouble("criticalChance", 10);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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final String abnormals = params.getString("abnormalType", null);
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@@ -134,7 +134,7 @@ public class PhysicalAttack extends AbstractEffect
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}
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double damage = 1;
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final boolean critical = Formulas.calcCrit(_criticalChance, effected, effector, skill);
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final boolean critical = Formulas.calcCrit(_criticalChance, effector, effected, skill);
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if (defence != -1)
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{
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@@ -50,7 +50,7 @@ public class PhysicalAttackWeaponBonus extends AbstractEffect
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public PhysicalAttackWeaponBonus(StatSet params)
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{
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_power = params.getDouble("power", 0);
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_criticalChance = params.getDouble("criticalChance", 0);
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_criticalChance = params.getDouble("criticalChance", 10);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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_pDefMod = params.getDouble("pDefMod", 1.0);
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@@ -0,0 +1,31 @@
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import org.l2jmobius.gameserver.model.StatSet;
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import org.l2jmobius.gameserver.model.stats.Stat;
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/**
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* @author NasSeKa
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*/
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public class PhysicalSkillCriticalRate extends AbstractStatPercentEffect
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{
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public PhysicalSkillCriticalRate(StatSet params)
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{
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super(params, Stat.CRITICAL_RATE_SKILL);
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}
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}
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@@ -25,7 +25,7 @@
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<amount>100</amount>
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<mode>DIFF</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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@@ -75,7 +75,7 @@
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<amount>500</amount>
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<mode>DIFF</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>50</amount>
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<mode>PER</mode>
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</effect>
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@@ -128,10 +128,6 @@
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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<effect name="AttackTrait">
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<DRAGON_WEAKNESS>100</DRAGON_WEAKNESS>
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</effect>
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@@ -762,7 +762,6 @@
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<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="PhysicalDefence" fromLevel="7" toLevel="13" fromSubLevel="3001" toSubLevel="3020">
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<amount>
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@@ -864,7 +863,6 @@
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<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="PhysicalAttackSpeed">
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<amount>-20</amount>
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@@ -970,7 +968,6 @@
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<value level="10">23531</value>
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<value fromLevel="4" toLevel="10" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="PhysicalDefence" fromLevel="4" toLevel="10" fromSubLevel="3001" toSubLevel="3020">
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<amount>
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@@ -1068,7 +1065,6 @@
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<value level="12">25044</value>
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<value fromLevel="6" toLevel="12" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="BlockActions">
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<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912;7002;18721;18722;28203;30516;35190</allowedSkills>
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@@ -1174,7 +1170,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="13">5</value>
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<value fromLevel="1" toLevel="13">10</value>
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<value fromLevel="7" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -1273,7 +1269,6 @@
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<value level="13">39454</value>
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<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="PhysicalDefence" fromLevel="7" toLevel="13" fromSubLevel="3001" toSubLevel="3020">
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<amount>
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@@ -6358,7 +6353,7 @@
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<value fromLevel="2" toLevel="8" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="8">15</value>
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<value fromLevel="1" toLevel="8">10</value>
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<value fromLevel="2" toLevel="8" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -803,7 +803,6 @@
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</condition>
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</conditions>
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<effects>
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<effect name="AirBind" />
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<effect name="PhysicalAttack">
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<power>
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<value level="1">14506</value>
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@@ -821,7 +820,6 @@
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<value level="13">33299</value>
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<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="PhysicalDefence">
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@@ -931,7 +929,7 @@
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<ignoreShieldDefence>true</ignoreShieldDefence>
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<chargeConsume>3</chargeConsume>
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<criticalChance>
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<value fromLevel="1" toLevel="13">3</value>
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<value fromLevel="1" toLevel="13">10</value>
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<value fromLevel="7" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -1033,7 +1031,6 @@
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</power>
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<ignoreShieldDefence>true</ignoreShieldDefence>
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<chargeConsume>3</chargeConsume>
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<criticalChance>3</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="KnockBack">
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@@ -1267,7 +1264,6 @@
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<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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<BLUNT>0.9</BLUNT>
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<SWORD>0.9</SWORD>
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<POLE>1.5</POLE>
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@@ -1633,7 +1629,6 @@
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<value level="12">25125</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>3</criticalChance>
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</effect>
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<effect name="Speed">
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<amount>-180</amount>
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@@ -1981,7 +1976,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="6">5</value>
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<value fromLevel="1" toLevel="6">10</value>
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<value fromLevel="1" toLevel="6" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -2327,7 +2322,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="7">5</value>
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<value fromLevel="1" toLevel="7">10</value>
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<value fromLevel="1" toLevel="7" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -2731,7 +2726,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="13">5</value>
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<value fromLevel="1" toLevel="13">10</value>
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<value fromLevel="7" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -825,7 +825,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="9">15</value>
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<value fromLevel="1" toLevel="9">10</value>
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<value fromLevel="3" toLevel="9" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -991,7 +991,6 @@
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<value fromLevel="3" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<ignoreShieldDefence>true</ignoreShieldDefence>
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<criticalChance>15</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="BlockActions">
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@@ -1273,7 +1272,7 @@
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</power>
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<chargeConsume>3</chargeConsume>
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<criticalChance>
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<value fromLevel="1" toLevel="9">5</value>
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<value fromLevel="1" toLevel="9">10</value>
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<value fromLevel="3" toLevel="9" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -1360,41 +1359,33 @@
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<icon>icon.skill10329</icon>
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<magicLevel>85</magicLevel>
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<operateType>P</operateType>
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<passiveConditions>
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<condition name="EquipWeapon">
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<weaponType>
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<item>BLUNT</item>
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</weaponType>
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</condition>
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</passiveConditions>
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<effects>
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<effect name="PAtk">
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<amount>30</amount>
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<mode>PER</mode>
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<weaponType>
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<item>BLUNT</item>
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</weaponType>
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</effect>
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<effect name="CriticalDamage">
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<amount>15</amount>
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<mode>PER</mode>
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<weaponType>
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<item>BLUNT</item>
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</weaponType>
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</effect>
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<effect name="SkillCriticalDamage">
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<amount>15</amount>
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<mode>PER</mode>
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<weaponType>
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<item>BLUNT</item>
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</weaponType>
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</effect>
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<effect name="CriticalRate">
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<amount>30</amount>
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<mode>PER</mode>
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<weaponType>
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<item>BLUNT</item>
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</weaponType>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>30</amount>
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<mode>PER</mode>
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<weaponType>
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<item>BLUNT</item>
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</weaponType>
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</effect>
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</effects>
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</skill>
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@@ -1466,7 +1457,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="9">15</value>
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<value fromLevel="1" toLevel="9">10</value>
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<value fromLevel="3" toLevel="9" fromSubLevel="3001" toSubLevel="3020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>0.7</pDefMod>
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@@ -1518,7 +1509,7 @@
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<item>DUAL</item>
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</weaponType>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>20</amount>
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<mode>PER</mode>
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</effect>
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@@ -381,11 +381,11 @@
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<amount>2</amount>
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<stat>STR</stat>
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</effect>
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<effect name="SkillMasteryRate"> <!-- TODO: Add skill master rate -->
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<effect name="SkillMasteryRate">
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<amount>100</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>10</amount>
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<mode>PER</mode>
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</effect>
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@@ -86,7 +86,7 @@
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>
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<value level="1">10</value>
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<value level="2">11</value>
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@@ -920,6 +920,10 @@
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<stat>STR</stat>
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</effect>
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<effect name="SkillMasteryRate">
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<amount>100</amount>
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<mode>PER</mode>
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</effect>
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<effect name="PhysicalSkillCriticalRate">
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<amount>10</amount>
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<mode>PER</mode>
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</effect>
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@@ -1257,7 +1261,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="13">30</value>
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<value fromLevel="1" toLevel="13">10</value>
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<value fromLevel="7" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -1368,7 +1372,6 @@
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<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="KnockBack">
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<speed>500</speed>
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@@ -1472,7 +1475,7 @@
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<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="13">30</value>
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<value fromLevel="1" toLevel="13">5</value>
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<value fromLevel="7" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -1569,7 +1572,7 @@
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<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="13">30</value>
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<value fromLevel="1" toLevel="13">5</value>
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<value fromLevel="7" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -1804,7 +1807,7 @@
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<value fromLevel="4" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="11">60</value>
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<value fromLevel="1" toLevel="11">10</value>
|
||||
<value fromLevel="4" toLevel="11" fromSubLevel="3001" toSubLevel="3020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -1913,7 +1916,7 @@
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="13">30</value>
|
||||
<value fromLevel="1" toLevel="13">10</value>
|
||||
<value fromLevel="7" toLevel="13" fromSubLevel="3001" toSubLevel="3020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
</effect>
|
||||
@@ -2017,7 +2020,7 @@
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="13">30</value>
|
||||
<value fromLevel="1" toLevel="13">10</value>
|
||||
<value fromLevel="7" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<pDefMod>
|
||||
@@ -2117,7 +2120,7 @@
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="13">30</value>
|
||||
<value fromLevel="1" toLevel="13">10</value>
|
||||
<value fromLevel="7" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<pDefMod>
|
||||
@@ -2576,7 +2579,7 @@
|
||||
<value fromLevel="5" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="11">5</value>
|
||||
<value fromLevel="1" toLevel="11">10</value>
|
||||
<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
</effect>
|
||||
@@ -2633,7 +2636,7 @@
|
||||
<value fromLevel="1" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="6">60</value>
|
||||
<value fromLevel="1" toLevel="6">10</value>
|
||||
<value fromLevel="1" toLevel="6" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<pDefMod>
|
||||
|
||||
@@ -425,7 +425,7 @@
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>15</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -664,7 +664,7 @@
|
||||
</condition>
|
||||
</conditions>
|
||||
<effects>
|
||||
<effect name="PhysicalAttackWeaponBonus">
|
||||
<effect name="PhysicalAttack">
|
||||
<power>
|
||||
<value level="1">15338</value>
|
||||
<value level="2">15951</value>
|
||||
@@ -682,7 +682,6 @@
|
||||
<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>5</criticalChance>
|
||||
<pDefMod>
|
||||
<value fromLevel="1" toLevel="13">1</value>
|
||||
<value fromLevel="7" toLevel="13" fromSubLevel="3001" toSubLevel="3020">{0.99 - 0.006 * (subIndex - 1)}</value>
|
||||
@@ -820,7 +819,6 @@
|
||||
<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>5</criticalChance>
|
||||
<pDefMod>
|
||||
<value fromLevel="1" toLevel="13">1</value>
|
||||
<value fromLevel="7" toLevel="13" fromSubLevel="3001" toSubLevel="3020">{0.99 - 0.006 * (subIndex - 1)}</value>
|
||||
@@ -3558,11 +3556,11 @@
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="6">5</value>
|
||||
<value fromLevel="1" toLevel="6">10</value>
|
||||
<value fromLevel="1" toLevel="6" fromSubLevel="3001" toSubLevel="3020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>-50</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -1426,7 +1426,11 @@
|
||||
<amount>30</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="MagicCriticalRate">
|
||||
<amount>20</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>20</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -3016,7 +3016,7 @@
|
||||
<icon>icon.skill3238</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0.55</value>
|
||||
<value level="2">0.65</value>
|
||||
|
||||
@@ -1818,7 +1818,7 @@
|
||||
<icon>icon.ensoul_big_p</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value fromLevel="1" toLevel="15">{5+index}</value>
|
||||
</amount>
|
||||
@@ -2114,7 +2114,7 @@
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">3</value>
|
||||
<value fromLevel="2" toLevel="3">4</value>
|
||||
@@ -2280,7 +2280,7 @@
|
||||
</amount>
|
||||
<mode>DIFF</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">3</value>
|
||||
<value fromLevel="2" toLevel="3">4</value>
|
||||
@@ -2948,7 +2948,7 @@
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">3</value>
|
||||
<value fromLevel="2" toLevel="3">4</value>
|
||||
|
||||
@@ -581,7 +581,7 @@
|
||||
<icon>icon.skill0193</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">5</value>
|
||||
<value level="2">10</value>
|
||||
|
||||
@@ -155,11 +155,15 @@
|
||||
<amount>25</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="CriticalDamage">
|
||||
<effect name="MagicCriticalRate">
|
||||
<amount>25</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="MagicCriticalRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>25</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="CriticalDamage">
|
||||
<amount>25</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -1648,7 +1652,7 @@
|
||||
<icon>icon.skill1532</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>10</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -1737,7 +1741,7 @@
|
||||
<icon>icon.skill0193</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">3</value>
|
||||
<value level="2">6</value>
|
||||
|
||||
@@ -1251,7 +1251,6 @@
|
||||
<value level="10">23966</value>
|
||||
<value level="11">25044</value>
|
||||
</power>
|
||||
<criticalChance>5</criticalChance>
|
||||
</effect>
|
||||
<effect name="CallSkill">
|
||||
<skillId>11139</skillId> <!-- Ignite -->
|
||||
@@ -1321,7 +1320,6 @@
|
||||
<value level="7">61439</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<chance>90</chance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<speed>600</speed>
|
||||
@@ -1394,7 +1392,6 @@
|
||||
<value level="7">52205</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<chance>90</chance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<speed>600</speed>
|
||||
@@ -1467,7 +1464,6 @@
|
||||
<value level="7">73087</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<chance>90</chance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<speed>600</speed>
|
||||
@@ -1536,7 +1532,6 @@
|
||||
<value level="6">69941</value>
|
||||
<value level="7">73087</value>
|
||||
</power>
|
||||
<criticalChance>5</criticalChance>
|
||||
</effect>
|
||||
</effects>
|
||||
</skill>
|
||||
@@ -1655,7 +1650,6 @@
|
||||
<value level="7">73087</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>5</criticalChance>
|
||||
</effect>
|
||||
<effect name="AddHate">
|
||||
<power>
|
||||
@@ -1932,7 +1926,6 @@
|
||||
<value level="10">23966</value>
|
||||
<value level="11">25044</value>
|
||||
</power>
|
||||
<criticalChance>5</criticalChance>
|
||||
</effect>
|
||||
</effects>
|
||||
</skill>
|
||||
@@ -2223,7 +2216,6 @@
|
||||
<value level="11">25044</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<chance>90</chance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<speed>600</speed>
|
||||
|
||||
@@ -1111,7 +1111,7 @@
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">15</value>
|
||||
<value level="2">16</value>
|
||||
|
||||
@@ -222,7 +222,7 @@
|
||||
<icon>BranchIcon.icon.g_bm_cloak_mineral_normal</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0.9</value>
|
||||
<value level="2">1</value>
|
||||
@@ -1272,7 +1272,7 @@
|
||||
<icon>BranchIcon.icon.g_bm_cloak_mineral_normal</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0.9</value>
|
||||
<value level="2">1</value>
|
||||
|
||||
@@ -1429,7 +1429,7 @@
|
||||
<icon>BranchIcon.icon.g_bm_sag_agathion_charm</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0</value>
|
||||
<value level="2">1</value>
|
||||
|
||||
@@ -129,7 +129,7 @@
|
||||
<value fromLevel="24" toLevel="30" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="30">15</value>
|
||||
<value fromLevel="1" toLevel="30">10</value>
|
||||
<value fromLevel="24" toLevel="30" fromSubLevel="3001" toSubLevel="3020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance> <!-- Unconfirmed -->
|
||||
<abnormalType>STUN</abnormalType>
|
||||
@@ -271,7 +271,7 @@
|
||||
<pDefMod>0.7</pDefMod>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="29">15</value>
|
||||
<value fromLevel="1" toLevel="29">10</value>
|
||||
<value fromLevel="23" toLevel="29" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
</effect>
|
||||
@@ -455,7 +455,7 @@
|
||||
</power>
|
||||
<ignoreShieldDefence>true</ignoreShieldDefence>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="13">15</value>
|
||||
<value fromLevel="1" toLevel="13">10</value>
|
||||
<value fromLevel="7" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -547,7 +547,7 @@
|
||||
</power>
|
||||
<pDefMod>0.5</pDefMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="18">15</value>
|
||||
<value fromLevel="1" toLevel="18">10</value>
|
||||
<value fromLevel="12" toLevel="18" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -613,7 +613,6 @@
|
||||
</conditions>
|
||||
<effects>
|
||||
<effect name="PhysicalAttack">
|
||||
<!-- Unconfirmed -->
|
||||
<power>
|
||||
<value level="1">17266</value>
|
||||
<value level="2">19164</value>
|
||||
@@ -629,7 +628,6 @@
|
||||
<value level="12">45015</value>
|
||||
<value fromLevel="6" toLevel="12" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<criticalChance>15</criticalChance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<type>THROW_UP</type>
|
||||
@@ -735,7 +733,6 @@
|
||||
<value level="16">56253</value>
|
||||
<value fromLevel="10" toLevel="16" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<criticalChance>15</criticalChance> <!-- Unconfirmed -->
|
||||
</effect>
|
||||
<effect name="KnockBack">
|
||||
<speed>400</speed>
|
||||
@@ -1851,7 +1848,7 @@
|
||||
</amount>
|
||||
<mode>DIFF</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">10</value>
|
||||
<value level="2">20</value>
|
||||
@@ -2678,7 +2675,7 @@
|
||||
</power>
|
||||
<pDefMod>0.5</pDefMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="6">15</value> <!-- Guessed -->
|
||||
<value fromLevel="1" toLevel="6">10</value>
|
||||
<value fromLevel="1" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
</effect>
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
<magicCriticalRate>5</magicCriticalRate>
|
||||
<magicLevel>85</magicLevel>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>1</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -48,7 +48,7 @@
|
||||
<effectPoint>2</effectPoint>
|
||||
<isMagic>3</isMagic>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>1</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -411,7 +411,6 @@
|
||||
<power>3978</power>
|
||||
<ignoreShieldDefence>true</ignoreShieldDefence>
|
||||
<chargeConsume>3</chargeConsume>
|
||||
<criticalChance>5</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
</effect>
|
||||
</effects>
|
||||
@@ -1372,7 +1371,6 @@
|
||||
<power>4096</power>
|
||||
<ignoreShieldDefence>true</ignoreShieldDefence>
|
||||
<chargeConsume>3</chargeConsume>
|
||||
<criticalChance>3</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
</effect>
|
||||
<effect name="KnockBack">
|
||||
@@ -2273,7 +2271,6 @@
|
||||
<effect name="EnergyAttack">
|
||||
<power>3469</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>15</criticalChance>
|
||||
<chargeConsume>3</chargeConsume>
|
||||
</effect>
|
||||
</effects>
|
||||
|
||||
@@ -3020,7 +3020,7 @@
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="13">15</value>
|
||||
<value fromLevel="1" toLevel="13">10</value>
|
||||
<value fromLevel="1" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<pDefMod>
|
||||
@@ -3093,7 +3093,7 @@
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="13">15</value>
|
||||
<value fromLevel="1" toLevel="13">10</value>
|
||||
<value fromLevel="1" toLevel="13" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<pDefMod>
|
||||
@@ -3162,7 +3162,7 @@
|
||||
<value fromLevel="1" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="9">15</value>
|
||||
<value fromLevel="1" toLevel="9">10</value>
|
||||
<value fromLevel="1" toLevel="9" fromSubLevel="3001" toSubLevel="3020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<ignoreShieldDefence>true</ignoreShieldDefence>
|
||||
@@ -3603,11 +3603,10 @@
|
||||
</power>
|
||||
<ignoreShieldDefence>true</ignoreShieldDefence>
|
||||
<chargeConsume>3</chargeConsume>
|
||||
<criticalChance>15</criticalChance>
|
||||
<pDefMod>30</pDefMod>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="9">15</value>
|
||||
<value fromLevel="1" toLevel="9">10</value>
|
||||
<value fromLevel="3" toLevel="9" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<pDefMod>
|
||||
@@ -3842,7 +3841,6 @@
|
||||
<value fromLevel="7" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>10</criticalChance>
|
||||
</effect>
|
||||
<effect name="PhysicalDefence">
|
||||
<amount>-23</amount>
|
||||
@@ -3956,7 +3954,6 @@
|
||||
<value fromLevel="11" toLevel="13" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>10</criticalChance>
|
||||
</effect>
|
||||
<effect name="Speed" fromLevel="7" toLevel="13" fromSubLevel="3001" toSubLevel="3020">
|
||||
<amount>
|
||||
|
||||
@@ -201,7 +201,6 @@
|
||||
<effect name="EnergyAttack">
|
||||
<power>451</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>15</criticalChance>
|
||||
</effect>
|
||||
</effects>
|
||||
</skill>
|
||||
@@ -1062,7 +1061,7 @@
|
||||
<amount>15</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>15</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -927,7 +927,7 @@
|
||||
<amount>60</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>20</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -986,7 +986,7 @@
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">10</value>
|
||||
<value level="2">12</value>
|
||||
@@ -1185,7 +1185,7 @@
|
||||
<effect name="PhysicalAttack">
|
||||
<pAtkMod>1.05</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="9">5</value>
|
||||
<value fromLevel="1" toLevel="9">10</value>
|
||||
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -1232,7 +1232,7 @@
|
||||
<effect name="PhysicalAttack">
|
||||
<pAtkMod>1.05</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="9">5</value>
|
||||
<value fromLevel="1" toLevel="9">10</value>
|
||||
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -1330,7 +1330,7 @@
|
||||
<value level="9">1.10</value>
|
||||
</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="9">5</value>
|
||||
<value fromLevel="1" toLevel="9">10</value>
|
||||
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -1383,7 +1383,6 @@
|
||||
<effects>
|
||||
<effect name="PhysicalAttack">
|
||||
<pAtkMod>1.05</pAtkMod>
|
||||
<criticalChance>5</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
</effect>
|
||||
<effect name="PhysicalDefence">
|
||||
@@ -1526,7 +1525,6 @@
|
||||
<value level="2">1.25</value>
|
||||
<value level="3">1.30</value>
|
||||
</pAtkMod>
|
||||
<criticalChance>5</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
<pDefMod>0.9</pDefMod>
|
||||
</effect>
|
||||
@@ -1603,7 +1601,7 @@
|
||||
<value level="9">1.30</value>
|
||||
</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="9">5</value>
|
||||
<value fromLevel="1" toLevel="9">10</value>
|
||||
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -1673,7 +1671,7 @@
|
||||
<value level="9">1.30</value>
|
||||
</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="9">5</value>
|
||||
<value fromLevel="1" toLevel="9">10</value>
|
||||
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -1796,7 +1794,7 @@
|
||||
<value level="9">1.30</value>
|
||||
</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="9">5</value>
|
||||
<value fromLevel="1" toLevel="9">10</value>
|
||||
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -1856,7 +1854,7 @@
|
||||
<effect name="PhysicalAttack">
|
||||
<pAtkMod>1.30</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="1">5</value>
|
||||
<value fromLevel="1" toLevel="1">10</value>
|
||||
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -1897,7 +1895,7 @@
|
||||
<effect name="PhysicalAttack">
|
||||
<pAtkMod>1.30</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="1">5</value>
|
||||
<value fromLevel="1" toLevel="1">10</value>
|
||||
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -1957,7 +1955,7 @@
|
||||
<effect name="PhysicalAttack">
|
||||
<pAtkMod>1.30</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="1">5</value>
|
||||
<value fromLevel="1" toLevel="1">10</value>
|
||||
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -2034,7 +2032,7 @@
|
||||
<value level="6">1.30</value>
|
||||
</pAtkMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="6">5</value>
|
||||
<value fromLevel="1" toLevel="6">10</value>
|
||||
<value fromLevel="5" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -2106,7 +2104,6 @@
|
||||
<value level="7">1.18</value>
|
||||
<value level="8">1.20</value>
|
||||
</pAtkMod>
|
||||
<criticalChance>5</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
<pDefMod>0.9</pDefMod>
|
||||
</effect>
|
||||
@@ -2203,7 +2200,6 @@
|
||||
<value level="8">1.18</value>
|
||||
<value level="9">1.20</value>
|
||||
</pAtkMod>
|
||||
<criticalChance>5</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
<pDefMod>0.95</pDefMod>
|
||||
</effect>
|
||||
@@ -2424,7 +2420,7 @@
|
||||
<amount>40</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>15</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -2746,7 +2742,7 @@
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">3</value>
|
||||
<value level="2">5</value>
|
||||
@@ -2856,7 +2852,7 @@
|
||||
<amount>15</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>15</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -2882,7 +2878,7 @@
|
||||
<amount>15</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>15</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -2175,7 +2175,7 @@
|
||||
<operateType>P</operateType>
|
||||
<magicCriticalRate>5</magicCriticalRate>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0</value>
|
||||
<value level="2">1</value>
|
||||
|
||||
@@ -3194,7 +3194,7 @@
|
||||
<magicCriticalRate>5</magicCriticalRate>
|
||||
<magicLevel>80</magicLevel>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalrate">
|
||||
<amount>
|
||||
<value level="1">0</value>
|
||||
<value level="2">1</value>
|
||||
@@ -3208,7 +3208,6 @@
|
||||
<value level="10">8</value>
|
||||
<value level="11">10</value>
|
||||
</amount>
|
||||
<magicType>0</magicType>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
</effects>
|
||||
@@ -3220,7 +3219,7 @@
|
||||
<magicCriticalRate>5</magicCriticalRate>
|
||||
<magicLevel>80</magicLevel>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="MagicCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0</value>
|
||||
<value level="2">1</value>
|
||||
@@ -3234,7 +3233,6 @@
|
||||
<value level="10">8</value>
|
||||
<value level="11">10</value>
|
||||
</amount>
|
||||
<magicType>1</magicType>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
</effects>
|
||||
|
||||
@@ -605,7 +605,7 @@
|
||||
<amount>100</amount>
|
||||
<mode>DIFF</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>30</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -687,7 +687,7 @@
|
||||
<amount>100</amount>
|
||||
<mode>DIFF</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>30</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -3731,7 +3731,7 @@
|
||||
<icon>icon.elemental_necklace_wind_i00</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">1</value>
|
||||
<value level="2">2</value>
|
||||
|
||||
@@ -2137,7 +2137,7 @@
|
||||
<icon>icon.bm_ring_of_fallen_angel</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">1</value>
|
||||
<value level="2">2</value>
|
||||
|
||||
@@ -280,7 +280,7 @@
|
||||
<icon>icon.dragon_accessary_necklace</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">1</value>
|
||||
<value level="2">2</value>
|
||||
@@ -606,7 +606,7 @@
|
||||
<icon>icon.dragon_accessary_earring</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">1</value>
|
||||
<value level="2">2</value>
|
||||
@@ -932,7 +932,7 @@
|
||||
<icon>icon.dragon_accessary_ring</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">1</value>
|
||||
<value level="2">2</value>
|
||||
@@ -1288,7 +1288,7 @@
|
||||
<operateType>P</operateType>
|
||||
<magicCriticalRate>5</magicCriticalRate>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>1.3</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -973,6 +973,16 @@
|
||||
<magicCriticalRate>5</magicCriticalRate>
|
||||
<magicLevel>1</magicLevel>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<amount>
|
||||
<value level="1">0</value>
|
||||
<value level="2">10</value>
|
||||
<value level="3">10</value>
|
||||
<value level="4">10</value>
|
||||
<value level="5">10</value>
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="PhysicalDefence">
|
||||
<amount>42</amount>
|
||||
<mode>DIFF</mode>
|
||||
@@ -1875,7 +1885,7 @@
|
||||
<amount>10</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>10</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -2080,7 +2090,7 @@
|
||||
<icon>icon.skill0000</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>3</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -481,7 +481,7 @@
|
||||
<amount>3</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>3</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -232,6 +232,7 @@ PhysicalDefence: P. Def stat.
|
||||
PhysicalEvasion: P. Evasion stat.
|
||||
PhysicalMute: Prevents the usage of physical skills. Shield Slam.
|
||||
PhysicalShieldAngleAll: Causes the shield to block at 360 degree angle.
|
||||
PhysicalSkillCriticalRate: Physical skill critical rate stat. (l2jmobius)
|
||||
PhysicalSkillPower: Physical Skill Power stat (use only MUL).
|
||||
PhysicalSoulAttack: Physical attack depending on souls.
|
||||
PkCount: Increases PK kills.
|
||||
@@ -300,7 +301,7 @@ SilentMove: Prevents aggressive mobs from attacking you when entering aggression
|
||||
SkillCriticalDamage: Skill critical damage stat.
|
||||
SkillEvasion: Skill evasion stat.
|
||||
SkillMastery: Activates double debuff or cooldown reset critical based on the specified stat.
|
||||
SkillMasteryRate: Skill critical rate stat.
|
||||
SkillMasteryRate: Bonus chance for skill mastery stat.
|
||||
SkillPowerAdd: Adds set ammount of power to skills (use only DIFF). (l2jmobius)
|
||||
SkillTurning: Stops target's casting.
|
||||
SkillTurningOverTime: Stops target's casting at a fixed rate.
|
||||
|
||||
@@ -261,7 +261,7 @@ public class Formulas
|
||||
statBonus = BaseStat.STR.calcBonus(creature);
|
||||
}
|
||||
|
||||
final double rateBonus = creature.getStat().getValue(Stat.CRITICAL_RATE_SKILL, 1);
|
||||
final double rateBonus = creature.getStat().getMul(Stat.CRITICAL_RATE_SKILL, 1);
|
||||
|
||||
double balanceMod = 1;
|
||||
if (creature.isPlayable())
|
||||
@@ -269,7 +269,7 @@ public class Formulas
|
||||
balanceMod = target.isPlayable() ? Config.PVP_PHYSICAL_SKILL_CRITICAL_CHANCE_MULTIPLIERS[creature.getActingPlayer().getClassId().getId()] : Config.PVE_PHYSICAL_SKILL_CRITICAL_CHANCE_MULTIPLIERS[creature.getActingPlayer().getClassId().getId()];
|
||||
}
|
||||
|
||||
return (rate * statBonus * rateBonus * balanceMod) > Rnd.get(100);
|
||||
return CommonUtil.constrain(rate * statBonus * rateBonus * balanceMod, 5, 90) > Rnd.get(100);
|
||||
}
|
||||
|
||||
// Autoattack critical rate.
|
||||
|
||||
@@ -130,7 +130,7 @@ public enum Stat
|
||||
MAGIC_CRITICAL_DAMAGE_ADD("mCritPowerAdd"),
|
||||
SHIELD_DEFENCE_RATE("rShld", new ShieldDefenceRateFinalizer()),
|
||||
CRITICAL_RATE("rCrit", new PCriticalRateFinalizer(), MathUtil::add, MathUtil::add, 0, 1),
|
||||
CRITICAL_RATE_SKILL("rCritSkill", Stat::defaultValue, MathUtil::add, MathUtil::add, 0, 1),
|
||||
CRITICAL_RATE_SKILL("physicalSkillCriticalRate"),
|
||||
MAX_MAGIC_CRITICAL_RATE("maxMagicCritRate"),
|
||||
MAGIC_CRITICAL_RATE("mCritRate", new MCritRateFinalizer()),
|
||||
BLOW_RATE("blowRate"),
|
||||
|
||||
Reference in New Issue
Block a user