Quote:
Originally Posted by raventh1984
Here is the thing i have done to nerfe it for PVP. PVE is still normal.
Go to AttackArbiter.cpp
And find this line int CAttackArbiter::PostAsalraalaikum()
There you see this
return ( ( ( m_pAttacker->GetStr() / 10 ) * dwSkillLevel ) * ( 5 + nMP / 10 ) + nAddDmg );
This is the calculation for Asal.
Its devided by 10
What i did is this
if( m_pAttacker->IsNPC() )
{
return ( ( ( m_pAttacker->GetStr() / 10 ) * dwSkillLevel ) * ( 5 + nMP / 10 ) + nAddDmg );
}
if( m_pAttacker->IsPlayer() )
{
return ( ( ( m_pAttacker->GetStr() / 13 ) * dwSkillLevel ) * ( 5 + nMP / 13 ) + nAddDmg );
}
for pvp i devided it by 13. If you set this higher either the str or the MP then asal will get lower.
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I would change that to this code, more compact and i dont know if there is any instance where a target would be neither a npc or a player (havent looked up the IsNPC function but this would work in all cases:
Code:
if( m_pTarget->IsPlayer() )
return ( ( ( m_pAttacker->GetStr() / 13 ) * dwSkillLevel ) * ( 5 + nMP / 13 ) + nAddDmg );
return ( ( ( m_pAttacker->GetStr() / 10 ) * dwSkillLevel ) * ( 5 + nMP / 10 ) + nAddDmg );
i swapped m_pAttacker for m_pTarget as it wouldnt do anything good otherwise. I dont know if m_pTarget is the right name, could be something like m_pDefender as well, havent looked that up. The Attacker should never be a NPC, imagine being hit by an aibatt casting asal. :'D
Edit: Another way to do this purely based on resources would be to lower MP Awakes since they arent really used for anythig but asal if you didnt change much about the official balancing.