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DEX-based attack balancing


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Where do I balance ATK based on DEX using a musical instrument?
Currently, if a player uses full STR, their ATK is lower than when a person uses FULL DEX and uses an instrument, their attack becomes much higher.


STR

image.png.00967010076bda30d9ad41ed80c298f8.png
DEX

image.png.2c0b1cf3c3a8d4772ed7acae02747212.png

8 answers to this question

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Posted (edited)
On 10/16/2024 at 10:22 PM, Kater said:

Where do I balance ATK based on DEX using a musical instrument?
Currently, if a player uses full STR, their ATK is lower than when a person uses FULL DEX and uses an instrument, their attack becomes much higher.


STR 

image.png.00967010076bda30d9ad41ed80c298f8.png
DEX
wordle unlimited
image.png.2c0b1cf3c3a8d4772ed7acae02747212.png

Balancing ATK based on DEX when using a musical instrument seems to favor full DEX builds disproportionately, resulting in significantly higher attack compared to full STR builds. You might need to adjust the damage scaling or implement a cap to ensure that STR remains competitive for physical attacks, even with instruments.

Edited by smithcohn12
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Posted
On 10/21/2024 at 2:02 AM, smithcohn12 said:

Balancing ATK based on DEX when using a musical instrument seems to favor full DEX builds disproportionately, resulting in significantly higher attack compared to full STR builds. You might need to adjust the damage scaling or implement a cap to ensure that STR remains competitive for physical attacks, even with instruments.

Okay,

But where do I make this adjustment?

  • 0
Posted (edited)

Did you set the weapon ATK for both items to 0 in those screenshots?

 

I assume status ATK is calculated in status.cpp here:

unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)

But I fail to see how STR and DEX could give different values.

	if (flag) {
#ifdef RENEWAL
		dstr =
#endif
		str = status->dex;
		dex = status->str;
	} else {
#ifdef RENEWAL
		dstr =
#endif
		str = status->str;
		dex = status->dex;
	}

 

Edited by Playtester
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Posted (edited)
On 10/25/2024 at 4:30 PM, Playtester said:

Did you set the weapon ATK for both items to 0 in those screenshots?

 

I assume status ATK is calculated in status.cpp here:

unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)

But I fail to see how STR and DEX could give different values.

	if (flag) {
#ifdef RENEWAL
		dstr =
#endif
		str = status->dex;
		dex = status->str;
	} else {
#ifdef RENEWAL
		dstr =
#endif
		str = status->str;
		dex = status->dex;
	}

 

 

Yes, the weapon attack was set to 0

In my file it is like this.

unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
{
	int flag = 0, str, dex, dstr;

#ifdef RENEWAL
	if (!(bl->type&battle_config.enable_baseatk_renewal))
		return 0;
#else
	if (!(bl->type&battle_config.enable_baseatk))
		return 0;
#endif

 

Edited by Kater
  • 0
Posted
On 10/27/2024 at 8:27 AM, Playtester said:

Now you just need to debug that function to see why you get different values.

 

I'm a poor guy who tried and failed.
The idea was that the attack of someone with full DEX would be lower than that of someone with STR.

  • 0
Posted (edited)
On 10/16/2024 at 10:22 PM, Kater said:

Where do I balance ATK based on DEX using a musical instrument?
Currently, if a player uses full STR, their ATK is lower than when a person uses FULL DEX and uses an instrument, their attack becomes much higher.


STR

image.png.00967010076bda30d9ad41ed80c298f8.png
DEX

image.png.2c0b1cf3c3a8d4772ed7acae02747212.png

google baseball

You might consider allocating points to increase both DEX and a bit of STR for stronger attacks, or experiment with a 2:1 DEX to STR ratio. Also, I think it's worth checking your gear and buffs for additional DEX-based damage.

Edited by antoniodaniels99

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