Hello GMs it's been a while. Great work on the server so far. I'm just bringing up a few things I see wrong with these two skills because not too many people either play paladins or don;t use Guardian at all. Guardian: It definitely blocks well enough, however I noticed when fighting Zakum, when I block an attack that has the chance to stun if hit, I still get stunned despite blocking the damage, when Guardian activates. Originally, (both GMS and Pre-New source) when it kicked in, I would not be affected by stuns, or any aliments (from attacks that damage then have an effect like Zakum's lightning bolt attack and his fire pillar attack). Threaten: Love that it affects bosses now, but the decrease is definitely not 20%. I test Threaten on Big Foot normally because of how intense his touch damage is. When I headbutt it, I barely see a difference in damage I take from it. Back in GMS (pre-BB) when Threaten got this buff, the difference was Quite noticable to the point I started forgetting to use powerguard because I almost didn;t need it. Should you need a way to test the skills, I'll gladly donate my Paladin for a bit if you need to test the skills more. Thank you for your time and again, great work guys ♥ Love you all♥
I've spoken to our developer about Threaten and the conclusion is that currently the skill reduces the affected mob by a static number rather than a %, and that even though the skill description states it should be a %, this wasn't actually properly implemented in the client until around v0.95. v0.95: Code: 136 = (signed int *)(a6 + 52); if ( *(_DWORD *)(a6 + 52) && *(_DWORD *)(a6 + 60) == 1201006 && CMobTemplate::_ZtlSecureGet_dwTemplateID(a7) / 0x2710u != 882 ) { v137 = (signed int)(((double)*(signed int *)(a6 + 56) / 100.0 + 1.0) * (double)*v136); } else { v137 = *v136 + *(_DWORD *)(a6 + 56); } (It figures out if the mob's wdef buff is there because of Threaten, and performs the percentage math, otherwise it just adds its base wdef to its "wdef" buff stat.) v0.83: Code: v264 = *(_DWORD *)(v261 + 52) + *(_DWORD *)(v261 + 56); (Just adds base wdef to wdef buff value, no percentage math nor skill check) Damage in MapleStory is a game of replicating the same calculations across two programs (the server and the client). Both need to do the same calculations, so in the case of max Threaten we solely tell the client that the mob has the wdef buff of -20 and the client then would figure out what that means based on its calculations. So pretty much, if we change new source to use percentages for Threaten, any attacks against monsters with Threaten on would be invalid as the client would just be removing 20 from their total wdef instead of removing 20% of it (resulting in the client hitting for less than it should according to the server). Unfortunately is it not possible to copy over the code from the v0.95 client to v0.83, therefore we are stuck with using static values.
Well this would explain the situation you guys are having with it then. Darn... Pardon me for bothering you guys on it so much. I simply want my favorite class to feel a bit more relevant in a party is all. Regardless, thank you for responding to my concern. At least this sheds some insight about Threaten for me.
Hi TS, as per you tested on this server, do you know the estimated "static" value reduction for threaten? i am also a paladin player. is it still worth to max it out then?
That's a good question. It's worse now than it was before. Doesn't work on bosses anymore yet still holds it's 50% success rate on mobs.
@Browertime ya overall it's useless. The only thing that made pallies worth it for bossing was threaten and it decreases def and acc by 20 points now instead of the promised 20% decrease. Hitting the boss one more time instead of casting threaten once is even more efficient. Such a shame it can't be fixed, although I understand why. Would make every job worth it for bossing, instead of leaving one job behind. Something has to happen for Pallies though, but what?
Well even my idea for making them more effective is lacking without threaten being fixed. I was hoping they'd add an additional +25-30% to weapon mastery for blast while a charge was active on it. Since it hits only once, the 60% mastery makes the damage extremely random compared to Brandish and Spear/Polearm Crusher (and even worse with Blunt Weapons). I still like Advance Charge as it is and feel it needs no additional buff (maybe animation change to make it a bit nicer looking, but that's it). If we cannot be stronger, then at least make us more consistent with our damage output. I honestly believe that'd make us slightly more appealing.