255 luk = 100% immunity?
case SC_FREEZE:
sc_def = status->mdef*100 + status->luk*10000/255;
tick_def = status->mdef*100 + status->luk*2;
sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;
The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec.
Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal)
Edit:
If you want to edit the frozen status duration of each skill, check skill.c and look for:
sc_start(src,bl,SC_FREEZE,etc....
In the same line of code, you will notice something like this:
skill_get_time2(skill_id,skill_lv)
If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c.
how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec....
maybe u can change frozen timer status in db
where i can edit that sir?
db/.../skill_cast_db.txt