- Хроники
- Interlude
- Сборка
- acis382
In my project in aCis 382 the calculaltor in <addMul was wrong if you had in 2 items +5 value it get 25 or 10.25 instead of 10 here is the fix and one panel so you can control better the balance of items or buffs.
before this fix critical damage only from buffs gets on 268%or something like that, now this is not happeing. and you can also check attributes how is working in interlude from official with stats what we can understand, attributes is nice part what will get you know why hurrican make 400 damage and deathspike 800 damage maybe is smaller differences but for me is big because i use gears with high stats like 50.000 mAtk, but thats why attributes existing and thats why in new l2 we had crazy stats. Is the additional multiplier what you can control the situations low gear vs high gear to not getting one shot and thats why buffs allready existing for attributes.
also stats for cooldowns should be like this and not in <mul value 0.7 to give 30% reuse because mul geting calculate before add / mul / addmul / div etcs. so if you have 2 buffs with stats mul calculate the first one correct and calculate again for second time the mul-tipliers in total so you get wrong total amount at this point, when second mul get calculate x the total previous mul with the new values
so it fixes the stacking of addMul, thats only for <addMul -> Ressists / Attributes calculator what l2 acis use
the cooldown info was just wrong placement what i realize with panel
in case of -5% reuse you can make also <sub value -0.05
before this fix critical damage only from buffs gets on 268%or something like that, now this is not happeing. and you can also check attributes how is working in interlude from official with stats what we can understand, attributes is nice part what will get you know why hurrican make 400 damage and deathspike 800 damage maybe is smaller differences but for me is big because i use gears with high stats like 50.000 mAtk, but thats why attributes existing and thats why in new l2 we had crazy stats. Is the additional multiplier what you can control the situations low gear vs high gear to not getting one shot and thats why buffs allready existing for attributes.
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also stats for cooldowns should be like this and not in <mul value 0.7 to give 30% reuse because mul geting calculate before add / mul / addmul / div etcs. so if you have 2 buffs with stats mul calculate the first one correct and calculate again for second time the mul-tipliers in total so you get wrong total amount at this point, when second mul get calculate x the total previous mul with the new values
so it fixes the stacking of addMul, thats only for <addMul -> Ressists / Attributes calculator what l2 acis use
the cooldown info was just wrong placement what i realize with panel
in case of -5% reuse you can make also <sub value -0.05
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