Death Knight enchant skill additions.

Contributed by Enryu.
This commit is contained in:
MobiusDevelopment 2021-12-29 23:13:06 +00:00
parent d7a3163de1
commit c2e38bd29a

View File

@ -844,7 +844,10 @@
<operateType>A2</operateType>
<magicCriticalRate>5</magicCriticalRate>
<basicProperty>NONE</basicProperty>
<abnormalTime>60</abnormalTime>
<abnormalTime>
<value fromLevel="1" toLevel="1">60</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + subIndex}</value>
</abnormalTime>
<reuseDelay>300000</reuseDelay>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
@ -879,7 +882,10 @@
<operateType>A2</operateType>
<magicCriticalRate>5</magicCriticalRate>
<basicProperty>NONE</basicProperty>
<abnormalTime>60</abnormalTime>
<abnormalTime>
<value fromLevel="1" toLevel="1">60</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + subIndex}</value>
</abnormalTime>
<reuseDelay>300000</reuseDelay>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
@ -922,7 +928,10 @@
<operateType>A2</operateType>
<magicCriticalRate>5</magicCriticalRate>
<basicProperty>NONE</basicProperty>
<abnormalTime>60</abnormalTime>
<abnormalTime>
<value fromLevel="1" toLevel="5">60</value>
<value fromLevel="5" toLevel="5" fromSubLevel="1001" toSubLevel="1020">{base + subIndex}</value>
</abnormalTime>
<reuseDelay>180000</reuseDelay>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
@ -986,7 +995,10 @@
<value level="1">96</value>
<value level="2">108</value>
</mpConsume>
<abnormalTime>15</abnormalTime>
<abnormalTime>
<value fromLevel="1" toLevel="2">15</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1020">{base + (subIndex * 0.5)}</value>
</abnormalTime>
<hitTime>2280</hitTime>
<coolTime>300</coolTime>
<magicCriticalRate>5</magicCriticalRate>
@ -1020,7 +1032,10 @@
<value level="1">96</value>
<value level="2">108</value>
</mpConsume>
<abnormalTime>15</abnormalTime>
<abnormalTime>
<value fromLevel="1" toLevel="2">15</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1020">{base + (subIndex * 0.5)}</value>
</abnormalTime>
<hitTime>2280</hitTime>
<coolTime>300</coolTime>
<magicCriticalRate>5</magicCriticalRate>
@ -1060,7 +1075,10 @@
<value level="1">96</value>
<value level="2">108</value>
</mpConsume>
<abnormalTime>15</abnormalTime>
<abnormalTime>
<value fromLevel="1" toLevel="2">15</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1020">{base + (subIndex * 0.5)}</value>
</abnormalTime>
<hitTime>2280</hitTime>
<coolTime>300</coolTime>
<magicCriticalRate>5</magicCriticalRate>
@ -1137,7 +1155,10 @@
<effects>
<effect name="PhysicalAttack">
<pAtkMod>1.05</pAtkMod>
<criticalChance>5</criticalChance>
<criticalChance>
<value fromLevel="1" toLevel="9">5</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit>
</effect>
</effects>
@ -1181,7 +1202,10 @@
<effects>
<effect name="PhysicalAttack">
<pAtkMod>1.05</pAtkMod>
<criticalChance>5</criticalChance>
<criticalChance>
<value fromLevel="1" toLevel="9">5</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit>
</effect>
<effect name="PhysicalAttackSpeed">
@ -1276,7 +1300,10 @@
<value level="8">1.10</value>
<value level="9">1.10</value>
</pAtkMod>
<criticalChance>5</criticalChance>
<criticalChance>
<value fromLevel="1" toLevel="9">5</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit>
<pDefMod>
<value fromLevel="1" toLevel="6">0.98</value>
@ -1313,7 +1340,10 @@
<value level="8">51</value>
<value level="9">53</value>
</mpConsume>
<castRange>600</castRange>
<castRange>
<value fromLevel="1" toLevel="9">600</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (10 * subIndex)}</value>
</castRange>
<hitTime>2280</hitTime>
<coolTime>1000</coolTime>
<nextAction>ATTACK</nextAction>
@ -1369,7 +1399,10 @@
</magicLevel>
<operateType>A2</operateType>
<magicCriticalRate>5</magicCriticalRate>
<castRange>600</castRange>
<castRange>
<value fromLevel="1" toLevel="6">600</value>
<value fromLevel="5" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (10 * subIndex)}</value>
</castRange>
<hitTime>1000</hitTime>
<coolTime>500</coolTime>
<reuseDelay>10000</reuseDelay>
@ -1740,11 +1773,14 @@
</item>
</attachSkillList>
<effects>
<effect name="GetAgro" />
<effect name="AddHate">
<power>
<value level="1">1050350</value>
</power>
<effect name="PhysicalAttack">
<pAtkMod>1.30</pAtkMod>
<criticalChance>
<value fromLevel="1" toLevel="1">5</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit>
<pDefMod>0.8</pDefMod>
</effect>
</effects>
</skill>
@ -1761,7 +1797,7 @@
<coolTime>300</coolTime>
<magicCriticalRate>5</magicCriticalRate>
<affectLimit>20-30</affectLimit>
<effectPoint>-5000</effectPoint>
<effectPoint>-167</effectPoint>
<affectRange>300</affectRange>
<basicProperty>PHYSICAL</basicProperty>
<reuseDelay>30000</reuseDelay>
@ -1773,20 +1809,18 @@
<effects>
<effect name="PhysicalAttack">
<pAtkMod>1.30</pAtkMod>
<criticalChance>5</criticalChance>
<criticalChance>
<value fromLevel="1" toLevel="1">5</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit>
<pDefMod>0.8</pDefMod>
</effect>
<effect name="GetAgro" />
<effect name="AddHate">
<power>50000</power>
</effect>
<effect name="HateAttack">
<amount>50000</amount>
<mode>PER</mode>
</effect>
<effect name="TargetCancel">
<chance>20</chance>
<power>
<value level="1">1050350</value>
</power>
</effect>
<effect name="TargetCancel">
<chance>30</chance>
@ -1830,7 +1864,10 @@
<effects>
<effect name="PhysicalAttack">
<pAtkMod>1.30</pAtkMod>
<criticalChance>5</criticalChance>
<criticalChance>
<value fromLevel="1" toLevel="1">5</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit>
<pDefMod>0.8</pDefMod>
</effect>
@ -1914,7 +1951,10 @@
<value level="5">1.28</value>
<value level="6">1.30</value>
</pAtkMod>
<criticalChance>5</criticalChance>
<criticalChance>
<value fromLevel="1" toLevel="6">5</value>
<value fromLevel="5" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit>
<pDefMod>0.7</pDefMod>
</effect>
@ -1957,7 +1997,10 @@
<value level="8">228</value>
</mpConsume>
<nextAction>ATTACK</nextAction>
<castRange>600</castRange>
<castRange>
<value fromLevel="1" toLevel="9">600</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (10 * subIndex)}</value>
</castRange>
<effectRange>1000</effectRange>
<hitTime>1790</hitTime>
<coolTime>300</coolTime>