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Magnum break skill not correct?


bearnope246

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I forgot about how magnum break works. Does it ignore flee? because in my server magnum doesnt ignore flee...

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Nope, but it's increases HIT RATE based on skill level.

http://irowiki.org/classic/Magnum_Break

 

It's a good skill to inflict bad statuses on large mob.

 

btw, what server are you talking about? PS or official?

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Nope, but it's increases HIT RATE based on skill level.

http://irowiki.org/classic/Magnum_Break

 

It's a good skill to inflict bad statuses on large mob.

 

btw, what server are you talking about? PS or official?

Some of my friend said that magnum will ignore flee and hit cloaking sinx on second hit? 

Edited by bearnope246
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Here's an example that an LK with 50 dex able to hit a sinx with 300 flee with level 3 MB:

http://calcx.wushuang.ws/pvp.html?cavbLbibCaAbCaYababEdaaaLkababadade5aaaaaaaaakXaaecaaeunyblfgbplHaafFbNfFbNhhhaambkaakfffakaaaahdaaaapaaaaHadaa

 

It has 100% chance to hit, It's not ignoring flee, it just have a very high HIT rate bonus.

 

edit: look like the calculator isn't saving the sinx stats, you can edit it yourself

Edited by mrmagic
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Here's an example that an LK with 50 dex able to hit a sinx with 300 flee with level 3 MB:

http://calcx.wushuang.ws/pvp.html?cavbLbibCaAbCaYababEdaaaLkababadade5aaaaaaaaakXaaecaaeunyblfgbplHaafFbNfFbNhhhaambkaakfffakaaaahdaaaapaaaaHadaa

 

It has 100% chance to hit, It's not ignoring flee, it just have a very high HIT rate bonus.

 

edit: look like the calculator isn't saving the sinx stats, you can edit it yourself

That's the problems, my server's magnum still miss. flee 200+

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Give sample HIT and FLEE for test then I tell you the hit chance. Don't forget to say if you are using pre-re or re.

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Give sample HIT and FLEE for test then I tell you the hit chance. Don't forget to say if you are using pre-re or re.

Im on Pre-re. 

A 50 dex Crusader Magnum still miss on a 287 flee sinx.

 

is that normal?

 

Because now i now that Magnum isn't ignore flee, but only add final hitrates...

case MS_MAGNUM:
			case SM_MAGNUM:
				hitrate += hitrate * 10 * skill_lv / 100;
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Magnum doesn't ignore flee but gives a buff that makes 20% of damage fire property which will not miss. So in short yes that's working as intended for pre-re

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Give sample HIT and FLEE for test then I tell you the hit chance. Don't forget to say if you are using pre-re or re.

Im on Pre-re. 

A 50 dex Crusader Magnum still miss on a 287 flee sinx.

 

is that normal?

 

Because now i now that Magnum isn't ignore flee, but only add final hitrates...

case MS_MAGNUM:
			case SM_MAGNUM:
				hitrate += hitrate * 10 * skill_lv / 100;

I've experience this also. does magnum supposed to be miss?

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The skill itself can miss yes.

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The skill itself can miss yes.

Hi Stolao, is there way i can make the Magnum Break cannot be miss? i played a server before i think he custom edit that Magnum Break, it does not miss.

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Skill db make it ignore flee

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Skill db make it ignore flee

If you don't mind, will you give me an example?

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Give sample HIT and FLEE for test then I tell you the hit chance. Don't forget to say if you are using pre-re or re.

Im on Pre-re. 

A 50 dex Crusader Magnum still miss on a 287 flee sinx.

 

is that normal?

 

Because now i now that Magnum isn't ignore flee, but only add final hitrates...

case MS_MAGNUM:
			case SM_MAGNUM:
				hitrate += hitrate * 10 * skill_lv / 100;
Yes, that's normal. Assuming the crusader is level 99, with 50 dex, he has 149 hit. You base hit chance is 80% + 149% = 229%. So against 229 flee or more, your hit chance already reached 0. Even if you increase that chance by 10%, it's still 0%, because 10% of nothing is still nothing.

 

@Azeroth

Just refer to the documentation, should be self explanatory:

// 06 nk (skill damage properties):

// 0x01 - No damage skill

// 0x02 - Has splash area

// 0x04 - Damage should be split among targets

// 0x08 - Skill ignores caster's % damage cards (misc type always ignores)

// 0x10 - Skill ignores elemental adjustments

// 0x20 - Skill ignores target's defense (misc type always ignores)

// 0x40 - Skill ignores target's flee (magic type always ignores)

// 0x80 - Skill ignores target's def cards

nk for Magnum is 0x2 right now, if you make it 0x42, it would ignore flee.
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Give sample HIT and FLEE for test then I tell you the hit chance. Don't forget to say if you are using pre-re or re.

Im on Pre-re. 

A 50 dex Crusader Magnum still miss on a 287 flee sinx.

 

is that normal?

 

Because now i now that Magnum isn't ignore flee, but only add final hitrates...

case MS_MAGNUM:
			case SM_MAGNUM:
				hitrate += hitrate * 10 * skill_lv / 100;
Yes, that's normal. Assuming the crusader is level 99, with 50 dex, he has 149 hit. You base hit chance is 80% + 149% = 229%. So against 229 flee or more, your hit chance already reached 0. Even if you increase that chance by 10%, it's still 0%, because 10% of nothing is still nothing.

 

@Azeroth

Just refer to the documentation, should be self explanatory:

// 06 nk (skill damage properties):

// 0x01 - No damage skill

// 0x02 - Has splash area

// 0x04 - Damage should be split among targets

// 0x08 - Skill ignores caster's % damage cards (misc type always ignores)

// 0x10 - Skill ignores elemental adjustments

// 0x20 - Skill ignores target's defense (misc type always ignores)

// 0x40 - Skill ignores target's flee (magic type always ignores)

// 0x80 - Skill ignores target's def cards

nk for Magnum is 0x2 right now, if you make it 0x42, it would ignore flee.

 

Thanks for the respond Playtester, so if put 0x42 which is 0x02 + 0x40 = 0x42 right

When i tried ingame and use magnum break why my attacks still miss? how long is the interval for magnum break?

So as far as i understand it gives 20% Fire Damage property right?

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The option you put there only affects Magnum Break's direct damage.
 
The bonus damage is hardcoded, you can only set the duration in skill_cast_db:

//-- SM_MAGNUM
7,0,0,0,2000,10000,2000

The code for the elemental damage bonus is in battle.c

		if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
			// Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
			int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;

			wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
			if (is_attack_left_handed(src, skill_id)) {
				damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
				wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
			}
		}

You can mess around there if you want to change how it works, but I don't really have time to write you a complete solution for what you want. Maybe if you remove the requirement for there to be wd.damage or wd.damage2 it might work on a miss?

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how to make magnum break ignore flee after you casted it?

Edited by chocomooji
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