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Acid demonstration dmg change?


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4 answers to this question

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Posted

I think here in battle.c

}
case AM_DEMONSTRATION:
 skillratio += 20*skill_lv;
 break;

sorry...but he is looking for adjustment on this

case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
 if(tstatus->vit+sstatus->int_) //crash fix
  md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
 else
  md.damage = 0;
 if (tsd) md.damage>>=1;
 if (md.damage < 0 || md.damage > INT_MAX>>1)
   //Overflow prevention, will anyone whine if I cap it to a few billion?
 //Not capped to INT_MAX to give some room for further damage increase.
  md.damage = INT_MAX>>1;
 break;

Posted

md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));

That's the formula you have. If you just want to nerf the damage, you can divide it by 2 whatnot.

If you mean that damage gets too high and it goes into healing, then it's already fixed below:

if (md.damage < 0 || md.damage > INT_MAX>>1)
//Overflow prevention, will anyone whine if I cap it to a few billion?
//Not capped to INT_MAX to give some room for further damage increase.
md.damage = INT_MAX>>1;
break;

Instead of INT_MAX/2 you can limit the whole thing to a different cap, like 123456 damage:

if (md.damage < 0 || md.damage > 123456)
//Overflow prevention, will anyone whine if I cap it to a few billion?
//Not capped to INT_MAX to give some room for further damage increase.
md.damage = 123456;
break;

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