Sallycantdance Posted March 6 Group: Members Topic Count: 225 Topics Per Day: 0.14 Content Count: 798 Reputation: 12 Joined: 12/04/20 Last Seen: 15 hours ago Share Posted March 6 (edited) Hello how does upgrades add in item def computation , can someone teach me how to compute it for example this picture how does it counts or computed Edited March 9 by Sallycantdance Quote Link to comment Share on other sites More sharing options...
0 Vy Low Posted March 6 Group: Members Topic Count: 11 Topics Per Day: 0.00 Content Count: 319 Reputation: 52 Joined: 03/30/13 Last Seen: 1 hour ago Share Posted March 6 you can check it in refine.yml Bonus: 70 means 0.70 per refine, if i remember correctly it was 1 on classic days, this is why by default i set it to 1 on my server Quote Link to comment Share on other sites More sharing options...
0 Sallycantdance Posted March 6 Group: Members Topic Count: 225 Topics Per Day: 0.14 Content Count: 798 Reputation: 12 Joined: 12/04/20 Last Seen: 15 hours ago Author Share Posted March 6 2 hours ago, Vy Low said: you can check it in refine.yml Bonus: 70 means 0.70 per refine, if i remember correctly it was 1 on classic days, this is why by default i set it to 1 on my server hello i cant see any refine.yml file in my folder im using pre renewal i only haverefine_db.yml and theres no settings or bonus: 70 that i can change to 1 Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted March 8 Group: Developer Topic Count: 37 Topics Per Day: 0.01 Content Count: 897 Reputation: 248 Joined: 01/30/13 Last Seen: 9 hours ago Share Posted March 8 In pre-renewal armor gives 0.7 DEF per refine. I strongly advice against increasing this as this allows players to reach 100 DEF which makes them immune to all damage which is super exploitable. Unless you also change the code on how damage reduction works. It do be in pre-re/refine.yml though: Body: - Group: Armor Levels: - Level: 1 RefineLevels: - Level: 1 Bonus: 70 If you want the DEF to be displayed as a fake value that counts "1" per refine even if it really is just 0.7 (like Aegis does), you'd probably need to add something like "clientdef" to the base_status struct and then calculate that in parallel to def with adjusted refine bonus. 1 Quote Link to comment Share on other sites More sharing options...
0 Sallycantdance Posted March 8 Group: Members Topic Count: 225 Topics Per Day: 0.14 Content Count: 798 Reputation: 12 Joined: 12/04/20 Last Seen: 15 hours ago Author Share Posted March 8 10 hours ago, Playtester said: In pre-renewal armor gives 0.7 DEF per refine. I strongly advice against increasing this as this allows players to reach 100 DEF which makes them immune to all damage which is super exploitable. Unless you also change the code on how damage reduction works. It do be in pre-re/refine.yml though: Body: - Group: Armor Levels: - Level: 1 RefineLevels: - Level: 1 Bonus: 70 If you want the DEF to be displayed as a fake value that counts "1" per refine even if it really is just 0.7 (like Aegis does), you'd probably need to add something like "clientdef" to the base_status struct and then calculate that in parallel to def with adjusted refine bonus. Quote # This file is a part of rAthena++. # Copyright(C) 2017 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Pre-Renewal Refine Database ########################################################################### Armor: StatsPerLevel: 66 RandomBonusStartLevel: 0 RandomBonusValue: 0 Costs: - Type: REFINE_COST_NORMAL Price: 10000 Material: 985 - Type: REFINE_COST_ENRICHED Price: 10000 Material: 7619 Rates: - Level: 5 NormalChance: 55 EnrichedChance: 85 EventNormalChance: 60 EventEnrichedChance: 95 - Level: 6 NormalChance: 35 EnrichedChance: 65 EventNormalChance: 40 EventEnrichedChance: 80 - Level: 7 NormalChance: 35 EnrichedChance: 65 EventNormalChance: 40 EventEnrichedChance: 80 - Level: 8 NormalChance: 17 EnrichedChance: 37 EventNormalChance: 20 EventEnrichedChance: 50 - Level: 9 NormalChance: 17 EnrichedChance: 37 EventNormalChance: 20 EventEnrichedChance: 50 - Level: 10 NormalChance: 7 EnrichedChance: 17 EventNormalChance: 9 EventEnrichedChance: 35 WeaponLv1: StatsPerLevel: 200 RandomBonusStartLevel: 8 RandomBonusValue: 300 Costs: - Type: REFINE_COST_NORMAL Price: 10000 Material: 1010 - Type: REFINE_COST_ENRICHED Price: 10000 Material: 7620 Rates: - Level: 8 NormalChance: 55 EnrichedChance: 85 EventNormalChance: 60 EventEnrichedChance: 95 - Level: 9 NormalChance: 37 EnrichedChance: 65 EventNormalChance: 40 EventEnrichedChance: 85 - Level: 10 NormalChance: 16 EnrichedChance: 25 EventNormalChance: 19 EventEnrichedChance: 55 WeaponLv2: StatsPerLevel: 300 RandomBonusStartLevel: 7 RandomBonusValue: 500 Costs: - Type: REFINE_COST_NORMAL Price: 10000 Material: 1011 - Type: REFINE_COST_ENRICHED Price: 10000 Material: 7620 Rates: - Level: 7 NormalChance: 55 EnrichedChance: 85 EventNormalChance: 60 EventEnrichedChance: 95 - Level: 8 NormalChance: 35 EnrichedChance: 65 EventNormalChance: 40 EventEnrichedChance: 85 - Level: 9 NormalChance: 17 EnrichedChance: 35 EventNormalChance: 20 EventEnrichedChance: 60 - Level: 10 NormalChance: 16 EnrichedChance: 25 EventNormalChance: 19 EventEnrichedChance: 45 WeaponLv3: StatsPerLevel: 500 RandomBonusStartLevel: 6 RandomBonusValue: 800 Costs: - Type: REFINE_COST_NORMAL Price: 10000 Material: 984 - Type: REFINE_COST_ENRICHED Price: 10000 Material: 7620 Rates: - Level: 6 NormalChance: 55 EnrichedChance: 85 EventNormalChance: 60 EventEnrichedChance: 95 - Level: 7 NormalChance: 45 EnrichedChance: 75 EventNormalChance: 50 EventEnrichedChance: 90 - Level: 8 NormalChance: 17 EnrichedChance: 35 EventNormalChance: 20 EventEnrichedChance: 70 - Level: 9 NormalChance: 17 EnrichedChance: 35 EventNormalChance: 20 EventEnrichedChance: 60 - Level: 10 NormalChance: 16 EnrichedChance: 25 EventNormalChance: 19 EventEnrichedChance: 45 WeaponLv4: StatsPerLevel: 700 RandomBonusStartLevel: 5 RandomBonusValue: 1300 Costs: - Type: REFINE_COST_NORMAL Price: 10000 Material: 984 - Type: REFINE_COST_ENRICHED Price: 10000 Material: 7620 Rates: - Level: 5 NormalChance: 55 EnrichedChance: 85 EventNormalChance: 60 EventEnrichedChance: 95 - Level: 6 NormalChance: 40 EnrichedChance: 65 EventNormalChance: 40 EventEnrichedChance: 80 - Level: 7 NormalChance: 37 EnrichedChance: 65 EventNormalChance: 40 EventEnrichedChance: 80 - Level: 8 NormalChance: 17 EnrichedChance: 37 EventNormalChance: 20 EventEnrichedChance: 60 - Level: 9 NormalChance: 17 EnrichedChance: 37 EventNormalChance: 20 EventEnrichedChance: 50 - Level: 10 NormalChance: 8 EnrichedChance: 17 EventNormalChance: 9 EventEnrichedChance: 35 Shadow: StatsPerLevel: 0 RandomBonusStartLevel: 0 RandomBonusValue: 0 Rates: - Level: 5 NormalChance: 60 EnrichedChance: 90 EventNormalChance: 60 EventEnrichedChance: 95 - Level: 6 NormalChance: 40 EnrichedChance: 70 EventNormalChance: 40 EventEnrichedChance: 80 - Level: 7 NormalChance: 40 EnrichedChance: 70 EventNormalChance: 40 EventEnrichedChance: 80 - Level: 8 NormalChance: 20 EnrichedChance: 40 EventNormalChance: 20 EventEnrichedChance: 50 - Level: 9 NormalChance: 20 EnrichedChance: 40 EventNormalChance: 20 EventEnrichedChance: 50 - Level: 10 NormalChance: 9 EnrichedChance: 20 EventNormalChance: 9 EventEnrichedChance: 35 Quote Link to comment Share on other sites More sharing options...
0 Sallycantdance Posted March 9 Group: Members Topic Count: 225 Topics Per Day: 0.14 Content Count: 798 Reputation: 12 Joined: 12/04/20 Last Seen: 15 hours ago Author Share Posted March 9 (edited) 20 hours ago, Playtester said: In pre-renewal armor gives 0.7 DEF per refine. I strongly advice against increasing this as this allows players to reach 100 DEF which makes them immune to all damage which is super exploitable. Unless you also change the code on how damage reduction works. It do be in pre-re/refine.yml though: Body: - Group: Armor Levels: - Level: 1 RefineLevels: - Level: 1 Bonus: 70 If you want the DEF to be displayed as a fake value that counts "1" per refine even if it really is just 0.7 (like Aegis does), you'd probably need to add something like "clientdef" to the base_status struct and then calculate that in parallel to def with adjusted refine bonus. in my refine db theres no Bonus: 70 or maybe this part from 66 i will make it 100 so it ads 1 def? Quote Armor: StatsPerLevel: 66 RandomBonusStartLevel: 0 RandomBonusValue: 0 Costs: - Type: REFINE_COST_NORMAL Price: 10000 Material: 985 - Type: REFINE_COST_ENRICHED Price: 10000 Material: 7619 Edited March 9 by Sallycantdance Quote Link to comment Share on other sites More sharing options...
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Sallycantdance
Hello how does upgrades add in item def computation , can someone teach me how to compute it for example this picture how does it counts or computed
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