Issue information

Issue ID
#6949
Status
Needs more Info
Severity
None
Started
Hercules Elf Bot
Nov 30, 2012 1:12
Last Post
Beret
Nov 15, 2014 17:57
Confirmation
N/A

Hercules Elf Bot - Nov 30, 2012 1:12

Originally posted by [b]Beret[/b]
The skill Crimson Fire Formation is with very low damage in rathena, in the kro damage and hit are higher.


[url="http://www.youtube.com/watch?v=MwrnHiNcBfA&feature=plcp"]http://www.youtube.com/watch?v=MwrnHiNcBfA&feature=plcp[/url]

The monsters are also causing damage in rathena 1, is very difficult to kill beasts that takes 1 damage.

This post has been edited by Beret on Nov 30, 2012 1:15

Hercules Elf Bot - Dec 2, 2012 23:43

Originally posted by [b]Beret[/b]
bump, some comment.

Hercules Elf Bot - Dec 3, 2012 3:16

Originally posted by [b]malufett[/b]
Unable to reproduce..I tried to mimic the setup in the video and I came up with a relative results...using proper equipment(normal items) and buff used but the damage I got is about a difference of 100~200 since Oboro buffs bonuses it still unknown or custom so we can not get ATM the exact result...

:meow:

Hercules Elf Bot - Dec 3, 2012 17:33

Originally posted by [b]Beret[/b]
More the amount of hits.

It is also impossible to evolve into rathena mobs taking damage 1

This post has been edited by Beret on Dec 3, 2012 17:35

Beret - Jan 30, 2013 19:31

The amount of hits and much more.

Ind - Jan 30, 2013 22:58

Need another confirmation to proceed and how the amount of hits differ would be nice too

malufett - Jan 31, 2013 5:17

if we are talking about magic damage inflict to mobs is weaker..well I confirmed that since smdef of mobs are still unknown so atm it uses characters smdef calculation where it makes them harder..but if its about inflicting to players it's working normal...

:meow:

Beret - Feb 1, 2013 18:02

Another thing that I noticed in the video is that Crimson Fire Formation is not the sum of the damage is shown the value of the last hit as sum.

Also the flames are not consumed when the mob comes in contact.

This post has been edited by Beret on Feb 1, 2013 18:17

Beret - Feb 7, 2013 17:09

Did a recording with Replay of iro sakray, since I'm no video editor.


[attachment=71:Blaze shield- replay.rar]

Beret - Feb 25, 2013 4:27

[color=rgb(0,0,0)][font=Arial][size=3]Bump, anyone can see the replay and [/size][/font][/color][color=rgb(0,0,0)][font=Arial][size=3]confirm[/size][/font][/color][color=rgb(0,0,0)][font=Arial][size=3] ?[/size][/font][/color]

malufett - Feb 25, 2013 8:01

[quote]
Another thing that I noticed in the video is that Crimson Fire Formation is not the sum of the damage is shown the value of the last hit as sum.[/quote]
what do you mean by this? as I test kro, iro and and aegis server it only does one hit per milliseconds...
[quote]
Also the flames are not consumed when the mob comes in contact.[/quote]
hmm..don't get it..hehehehe..:)

:meow:

Beret - Feb 25, 2013 17:06

[quote name="malufett" timestamp="1361779311"][quote]
Another thing that I noticed in the video is that Crimson Fire Formation is not the sum of the damage is shown the value of the last hit as sum.[/quote]what do you mean by this? as I test kro, iro and and aegis server it only does one hit per milliseconds...
[quote]>
Also the flames are not consumed when the mob comes in contact.[/quote]hmm..don't get it..hehehehe.. :)

:meow:[/quote]


In hercules occurs only 1 hit and are 9 according to iro.

The sum of the hits is incorrect, Note the video if you give 5 hits 1 k will add 5 x 1 k as a sum

[url="http://irowiki.org/wiki/Blaze_Shield"][url="http://irowiki.org/wiki/Blaze_Shield"]http://irowiki.org/wiki/Blaze_Shield[/url][/url]

This post has been edited by Beret on Feb 25, 2013 17:07

malufett - Feb 25, 2013 17:31

iro means by 9 hit is 9 separate hit before the flame disappear...
I did check iro and kro and they both do the same one hit not like JT,FB and other multi hit skill does..(and also what Hercules does)

try to make use of slower mobs so you can see the difference cause fast mobs like you used is too hard to see differences the damage display stacks..

:meow:

Beret - Oct 31, 2014 19:48

Bump. I think it's time to put that skill as the official.

Playtester - Nov 6, 2014 7:14

Damage and number of hits are okay already.

Only difference I see is that on emulator we remove its dMotion so the monsters can be hit again faster after knockback, but in the video it looks like there is dMotion, but no knockback, so it will just keep hitting the monster in unit timer interval until monster walked to next cell, dies or flame did 9 hits.

Hmmm, I guess I'll put this on the list of skills to fix (so much to do ^^ ;).

Playtester - Nov 11, 2014 17:37

I confirmed this on official servers now, so you could set this to "Confirmed".

On official servers, Crimson Fire Formation / Blaze Shield doesn't have any knockback effect. It's not like Firewall that has a 2 tile knockback effect. So basically it works against ALL monsters like Firewall works against undead monsters, hitting every 20ms.

Edit: Not sure if it gives walk delay or not, I guess the monster flinches, but it pretty much walks through CFF as if there was nothing stopping it. It sometimes even manages to walk over a flame completely without taking all 9 hits on max level.

This post has been edited by Playtester on Nov 12, 2014 7:21

Beret - Nov 13, 2014 3:58

Here are some debugs on aegis that I did, maybe this can help.[code=js:0] signed int __userpurge CPCBattle::SK_NJ_KaenSin<eax>(int a1<esi>, int a2) { signed int result; // eax@1 int v3; // ebx@2 int v4; // ST20_4@6 int v5; // ST18_4@6 LPCRITICAL_SECTION v6; // ST38_4@6 DWORD v7; // eax@6 int v8; // eax@6 int v9; // eax@7 int v10; // [sp+Ch] [bp-10h]@2 signed int v11; // [sp+10h] [bp-Ch]@1 signed int v12; // [sp+14h] [bp-8h]@2 signed int v13; // [sp+18h] [bp-4h]@3 result = *(_DWORD *)(*(_DWORD *)(a1 + 1108) + 880); v11 = result; if ( result ) { v3 = a2; (*(void (__stdcall **)(signed int, int))(**(_DWORD **)(a1 + 1108) + 52))(7, -*(_DWORD *)(a2 + 12)); CPC::ConsumeItem(1, 0); CPCSkill::DestroyPlayingSkill(*(_DWORD *)(a1 + 1108) + 4372); v10 = CZoneSkillGroupUniqueIDGenerator::Alloc(); v12 = -2; do { v13 = -2; do { if ( v12 || v13 ) { v4 = *(_DWORD *)(v3 + 4); v5 = *(_WORD *)(v3 + 16); v6 = CCharacterMgr::m_cpSelf; v7 = *(_DWORD *)v3 + timeGetTime(); v8 = CCharacterMgr::CreateSkill2( v6, v10, v11, 189, *(_DWORD *)(*(_DWORD *)(a1 + 1108) + 1996), v7, v5, 535, v4, 0, 0, -1); if ( v8 ) { v9 = (*(int (__thiscall **)(int))(*(_DWORD *)v8 + 40))(v8); CPCSkill::AddPlayingSkill(v9, v12, v13); } v3 = a2; } ++v13; } while ( v13 <= 2 ); ++v12; } while ( v12 <= 2 ); result = 1; } return result; }[/code][code=js:0] __int16 __stdcall SK_NJ_KAENSIN::GetPreDelayTime(__int16 a1) { return 500 * (13 - a1); } [/code]
[code=js:0] signed int __thiscall SK_NJ_KAENSIN::OnMsg(void *this, int a2, __int16 a3, int a4, int a5, int a6, int a7, int a8) { int v9; // [sp+4h] [bp-24h]@5 void *v10; // [sp+14h] [bp-14h]@3 int v11; // [sp+24h] [bp-4h]@3 if ( a4 == 12 ) { v10 = (void *)a5; memset(&v10, 0, 4); v11 = -1; CCharacterMgr::SendMsg_0(0, 94, (unsigned __int16)a3, a6, &v9, v10); } else { if ( a4 == 14 ) return 50; v10 = this; memset(&v10, 0, 4); v11 = -1; CSkillTypeInfo::OnMsg(a2, a3, a4, a5, a6, a7, v10); } return 0; } [/code][code=js:0] int __thiscall SK_NJ_KAENSIN::Init(int this) { int v1; // esi@1 int v2; // eax@1 int result; // eax@1 v1 = this; *(_WORD *)(this + 172) = 535; v2 = *(_DWORD *)this; *(_DWORD *)(this + 184) = 4; result = (*(int (__stdcall **)(signed int))(v2 + 44))(3); *(_DWORD *)(v1 + 176) = 2; return result; } [/code]

This post has been edited by Beret on Nov 13, 2014 4:03

Playtester - Nov 13, 2014 7:47

I fixed Crimson Fire Formation having a knockback effect on rA: [url="https://github.com/rathena/rathena/commit/525e8178c27327f000e15ba557c6ed37a371c0b2"]https://github.com/rathena/rathena/commit/525e8178c27327f000e15ba557c6ed37a371c0b2[/url]
Should be easy to merge.

Can't really say much about the damage of a single hit except that it's pretty much really 50% MATK (half the damage Fire Bolt would do with one hit at same INT with no equip and buffs).

Beret - Nov 13, 2014 14:52

Doesn't work as the official, look at the beginning of the video, when he gets hit the Monster does not move or has its movement speed changed.

If you look in 00:40 seconds of the video you will see that one of the flames of 3 hits and still doesn't go away, something is missing though is not complete.

This post has been edited by Beret on Nov 13, 2014 14:54

Playtester - Nov 13, 2014 16:11

I don't see any slowdow in the video. They just walk normally through it.

Not sure what you mean with the last sentence, at 00:40 the golem gets hit 3 times then dies. As each flame can hit 9 times, it doesn't go away. Same as it's working here already.

malufett - Nov 13, 2014 16:29

[quote]
Doesn't work as the official, look at the beginning of the video, when he gets hit the Monster does not move or has its movement speed changed.[/quote]
as I see in the video its a flinch effect..as Playtester said..

:meow:

Beret - Nov 13, 2014 17:40

I'm still not convinced, here a video of BRO-Ragnarok from Brazil. Here you can see clearly that if the monster is reached he does not advance to next cell until the ability no more effect in that cell,so far so good, the problem is that each fire for example in lv10, is automatically canceled after inflicting its maximum number of strikes. Already in eathena disappears in 2 hits.


LV1 -> 5hits
LV2 -> 5hits
LV3 -> 6hits
LV4 -> 6hits
LV5 -> 7hits
LV6 -> 7hits
LV7 -> 8hits
LV8 -> 8hits
LV9 -> 9hits
LV10 -> 9hits



Look in: 4:16, 5:20, 6:26, 07:00, 7:32

#edit

I will confirm later in iro, the amount of hits, it seems that the last hit is not occurs, for example before the 9 hit the fire disappears.


[url="http://www.youtube.com/watch?v=Ww2fH30yoGk"]http://www.youtube.com/watch?v=Ww2fH30yoGk[/url]

This post has been edited by Beret on Nov 13, 2014 18:16

Playtester - Nov 15, 2014 10:34

It's just a display problem, Beret. Since our SKILLUNITTIMER_INTERVAL is 100ms we deal 5 hits every 100ms instead of 1 hit every 20ms so it looks only like 2 hits, but it actually deals damage of 9 hits.

If you want that as on official you need to set SKILLUNITTIMER_INTERVAL to 20ms. But it costs a lot performance.

Oh yeah, I should have mentioned: You can find the define in skill.c.

This post has been edited by Playtester on Nov 15, 2014 10:35

Beret - Nov 15, 2014 16:18

I changed to 20 and was gradually increased, but the hits are many fast, nor to see the amount of hits. different from aegis that has a delay from one hit to another.

More you said works like the officer, so it's okay.

This post has been edited by Beret on Nov 15, 2014 16:18

Playtester - Nov 15, 2014 16:58

In the opening video you can see how fast the hits really are. On the video you posted afterwards you can see that it bundles damage packets together (multiple numbers over each other), that's why it seems "slower". This is because of the nagle algorithm.

If you want the hits to be slower on your server you can set that in the skill_unit_db.txt:[quote]
535,0xbd, , -1, 0, [color=rgb(0,128,0)]20[/color],enemy, 0x010 //NJ_KAENSIN[/quote]

Beret - Nov 15, 2014 17:57

I noticed that the double hits, also noticed that even speaking at the aegis for example that in the lv9 and 10 the skill of 9 hits, in iro I could only do 8 hits, the hit 9 does not exist, I thought it was strange that, too.

This post has been edited by Beret on Nov 15, 2014 17:59