L2JMobius

Public Development => Bug Reports => Topic started by: wodevil on November 24, 2025, 03:57:49 AM

Title: criticalChance modifier for skills
Post by: wodevil on November 24, 2025, 03:57:49 AM
First of all - im sorry for my english.

Tldr: I dont know if that just me, or "criticalChance" modifier for skills in xml files doesn't work for Superion at all.

Big wall where im gonna try my best to explain the problem.
Played occasionally solo on local since Path of Rogue went public and was waiting for Shield of Kingdom or higher patch go public to play reworked tanks on local. Now Superion went public and i wanted to "update", so yeah i still have working L2JMobius Path of Rogue on my PC.

The issue:
Tanks have outdated skills from older versions - so i tried to fix it my self based on l2wiki.com.
Skill for reference: Class - Sigel Eva's Templar / skill name - Reversal Stream / skill id - 10103.
Part with dmg modifier and crit modifier for Base skill in "data/stats/skills/10100-10199.xml" looks like this:
(https://i.ibb.co/4nhMRJwt/Reversal-Stream-ID10103default.png)
So, there is still old "power" modifier for "PhysicalDamage" and "criticalChance" dont exist. I changed it, and it looks like that:
(https://i.ibb.co/hJmKPGfL/Reversal-Stream-ID10103changed.png)
New modifier "pAtkMod" for "PhysicalDamage" - works totally fine. But critical rate for skill was actually lacking by a lot, like nearly never crit even when skill is enchanted to +20 for focus. So i tried to raise "criticalChance" modifier to 100 - and nothing changed. Probability of crit still was really low and skill still barely crit at all.
My 1st thought was: "Well, its probably not implimented and i dont know how to fix it that deep.". So, i created an archer, copied my settings from Path of Rogue and started playing for a bit, until i realise - Archer skills also barely crit.
Then i checked "criticalChance" modifier with Archer skill, where it actually exist from the beggining.
Skill for reference: Class - Yul Moonlight Sentinel / skill name - Pinpoint Shot / skill id - 10763.
Base skill in "data/stats/skills/10700-10799.xml" looks like this:
(https://i.ibb.co/kgnbgQBR/Pinpoint-Shot-ID10763default.png)
I changed it to that, based on my old settings from Path of Rogue:
(https://i.ibb.co/B27F53wz/Pinpoint-Shot-ID10763changed.png)
Then i raised "criticalChance" modifier to 100 - and it didnt affect critical chance for that skill at all. Still barely crit.
After that, i went to try it in good-old Path of Rogue. Raised "criticalChance" modifier to 100 for Pinpoint Shot and magic happened. Almost every single skill - crit, for some reason maybe at worst 1 in 10 doesn't crit.
So, raising "criticalChance" modifier from 15 to 100 - definitely helped for Path of Rogue, unlike for Superion case. Now i wonder, is that just me and my crooked hands, or is that problem with Superion version somehow. If any one can check it their self and give feedback - i'd appreciate it. :-[
Title: Re: criticalChance modifier for skills
Post by: Stayway on November 24, 2025, 10:26:42 AM
Code: [Select]
<criticalChance>
    <value level="1">100</value>
    <value level="2">100</value>
    <value level="3">100</value>
    <value level="4">100</value>
    <value level="5">100</value>
    <value level="6">100</value>
    <value level="7">100</value>
    <value level="8">100</value>
    <value level="9">100</value>
    <value level="10">100</value>
    <value level="11">100</value>
    <value level="12">100</value>
    <value level="13">100</value>
    <value level="14">100</value>
    <value level="15">100</value>
</criticalChance>
try it if works , if not is the code side and we have to look on that.
Title: Re: criticalChance modifier for skills
Post by: wodevil on November 24, 2025, 03:46:29 PM
Code: [Select]
<criticalChance>
    <value level="1">100</value>
    <value level="2">100</value>
    <value level="3">100</value>
    <value level="4">100</value>
    <value level="5">100</value>
    <value level="6">100</value>
    <value level="7">100</value>
    <value level="8">100</value>
    <value level="9">100</value>
    <value level="10">100</value>
    <value level="11">100</value>
    <value level="12">100</value>
    <value level="13">100</value>
    <value level="14">100</value>
    <value level="15">100</value>
</criticalChance>
try it if works , if not is the code side and we have to look on that.
Nope, unless im somehow doing something wrong. P.s. i do restart server after each change to apply it, if you wonder.
Superion with 15 "criticalChance".
(https://i.ibb.co/7dtjnPRr/Superion15.png)
Superion with 100 "criticalChance".
(https://i.ibb.co/VYmJqXr5/Superion100.png)
PathOfRogue with 100 "criticalChance" for reference. Occasionally 1 non-crit appears, but mostly crits.
(https://i.ibb.co/RTGdhbdv/Path-Of-Rogue100.png)
Title: Re: criticalChance modifier for skills
Post by: wodevil on December 02, 2025, 12:22:28 AM
Bump