L2JMobius

Interlude [Interlude] Hydro Blast (ID 1235) deals 1 damage

Robotukas5 · 12 · 252

Offline Robotukas5

  • Heir
  • **
    • Posts: 24
Chronicle: Interlude (Mobius latest rev)
Skill: Hydro Blast (ID 1235)
Issue: Skill always deals 1 damage.
Other magic nukes work correctly.
Tested on players, mobs, guards.
No custom modifications except XML.

Reproduction:
1. Learn Hydro Blast Lv13
2. Cast on any target
3. Damage = 1

Expected:
Normal magical damage based on power value.


Online Naker

  • Count
  • *****
    • Posts: 450
  • Coding Dreams
Not true at all
You fucked up the xml of the skill or something else on clean version work perfect


Offline Robotukas5

  • Heir
  • **
    • Posts: 24
Not true at all
You fucked up the xml of the skill or something else on clean version work perfect

I did not modify the skill XML.

Skill 1235 (Hydro Blast) is clean from the original Mobius Interlude pack.

Important detail:
   •   Damage to regular NPCs = normal (works correctly)
   •   Damage to other player = 1
   •   Damage to guard NPC = 1
   •   Other magic skills work correctly in PvP

So this does NOT look like broken XML or wrong power value.

It looks like a PvP-related calculation issue (possibly elemental interaction or PvP formula layer), because PvE damage is correct while PvP damage is always 1.

Tested on clean skill file without modifications.

Can you confirm if there is any known PvP/elemental interaction affecting Hydro Blast specifically in Interlude branch?


Online Pavlov

  • Baron
  • *****
    • Posts: 254
  • L2J Mobius · Datapack
    • https://l2jmobius.org/
Not true at all
You fucked up the xml of the skill or something else on clean version work perfect


Is this our Interlude client? 😧🥰
L2J Bulgaria · Server Development & Engineering


Online Naker

  • Count
  • *****
    • Posts: 450
  • Coding Dreams
I did not modify the skill XML.

Skill 1235 (Hydro Blast) is clean from the original Mobius Interlude pack.

Important detail:
   •   Damage to regular NPCs = normal (works correctly)
   •   Damage to other player = 1
   •   Damage to guard NPC = 1
   •   Other magic skills work correctly in PvP

So this does NOT look like broken XML or wrong power value.

It looks like a PvP-related calculation issue (possibly elemental interaction or PvP formula layer), because PvE damage is correct while PvP damage is always 1.

Tested on clean skill file without modifications.

Can you confirm if there is any known PvP/elemental interaction affecting Hydro Blast specifically in Interlude branch?

Again not true... Deal 1 dmg if diference of lvl is big charter 55 against charter 55 with hydro lvl 13...


Is this our Interlude client? 😧🥰
Ofc is not retail but... Maybe you will see it :)


Offline Robotukas5

  • Heir
  • **
    • Posts: 24
Again not true... Deal 1 dmg if diference of lvl is big charter 55 against charter 55 with hydro lvl 13...

Ofc is not retail but... Maybe you will see it :)
yes the problem was starting lvl 80 , I change class 1-2-3 I only get skills up to lvl 13. others lvl need to be learned from class NPC.


Online Mobius

  • Distinguished King
  • *****
    • Posts: 19654
Maybe use this?
Code: [Select]
# Calculate magic success by target level and skill magic level (when available).
# Otherwise target level and (alternatively) attacker level is used.
CalculateMagicSuccessBySkillMagicLevel = True


Offline Robotukas5

  • Heir
  • **
    • Posts: 24
Maybe use this?
Code: [Select]
# Calculate magic success by target level and skill magic level (when available).
# Otherwise target level and (alternatively) attacker level is used.
CalculateMagicSuccessBySkillMagicLevel = True
This config is not related to the issue.

CalculateMagicSuccessBySkillMagicLevel only affects the magic success formula (how debuffs / magic skills land), based on skill magic level and target level. It does not affect skill learning, auto learn, or maximum skill level after class change.

When leveling normally by killing mobs, everything works correctly and skills are learned up to their maximum level.

The problem only appears when the character starts directly at level 80. In that case, skills stop around level 13 and the remaining levels must be learned manually from the skill master.

So this is clearly related to auto-learn / class change / initial skill granting logic, not to the magic success calculation setting.


Online Mobius

  • Distinguished King
  • *****
    • Posts: 19654
Sounds like custom and apparenty affected by proper skill level calculation.

If you want custom, change your skills levels in XML to match the level you set the player.

...or as the above, create a config for it.


Offline Robotukas5

  • Heir
  • **
    • Posts: 24
Sounds like custom and apparenty affected by proper skill level calculation.

If you want custom, change your skills levels in XML to match the level you set the player.

...or as the above, create a config for it.
Got it, makes sense. Thanks.


Online Naker

  • Count
  • *****
    • Posts: 450
  • Coding Dreams
This config is not related to the issue.

CalculateMagicSuccessBySkillMagicLevel only affects the magic success formula (how debuffs / magic skills land), based on skill magic level and target level. It does not affect skill learning, auto learn, or maximum skill level after class change.

When leveling normally by killing mobs, everything works correctly and skills are learned up to their maximum level.

The problem only appears when the character starts directly at level 80. In that case, skills stop around level 13 and the remaining levels must be learned manually from the skill master.

So this is clearly related to auto-learn / class change / initial skill granting logic, not to the magic success calculation setting.
This is fixed already. Maybe will be on the next realice


Offline Robotukas5

  • Heir
  • **
    • Posts: 24
 
This is fixed already. Maybe will be on the next realice
Good to know. Thanks for confirming and fixing it.