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SneakAttack-DN

Melee Crush not working?

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I tested the chanter daevanion skill Melee Crush on a dummy for nearly 30 minutes and not once on crit did the skill stun. Is it broken or? What is that "Perpetual Truth"??

lCPMnzM.png

Edited by SneakAttack-DN

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Melee Crush / Chain Decapitation has 100% chance of inflicting Snare. When it crits, it procs skill CH_RapidThrust_Custom_A_sys_Cri on a critical hit. In 6.2, it inflicts Snare on the target for 3 seconds. In 6.5, it inflicts Stun for 0.5 seconds.

It will be fixed in 6.5.

Here's the data of the provoke_after_critical skill in our current 6.2:

<skill_base_client>
    <id>9300</id>
    <name>CH_RapidThrust_Custom_A_sys_Cri</name>
    <desc>STR_CH_RapidThrust_Custom_A_sys_Cri</desc>
    <desc_abnormal>STR_CH_RapidThrust_Custom_A_sys_Cri_Abnormal</desc_abnormal>
    <type>Magical</type>
    <sub_type>Debuff</sub_type>
    <skill_category>SKILLCTG_NONE</skill_category>
    <skillicon_name>CH_RapidThrust_Custom_A</skillicon_name>
    <activation_attribute>Provoked</activation_attribute>
    <dispel_category>DebuffPhy</dispel_category>
    <target_slot>debuff</target_slot>
    <target_stop>0</target_stop>
    <hostile_type>None</hostile_type>
    <delay_type>0</delay_type>
    <delay_time>0</delay_time>
    <first_target>Target</first_target>
    <first_target_valid_distance>1</first_target_valid_distance>
    <target_range>OnlyOne</target_range>
    <target_species_restriction>All</target_species_restriction>
    <target_relation_restriction>Enemy</target_relation_restriction>
    <obstacle>4</obstacle>
    <add_wpn_range>0</add_wpn_range>
    <casting_delay>0</casting_delay>
    <auto_attack>maintain</auto_attack>
    <status_fx>sts_snare.snare.sts_hit</status_fx>
    <status_fx_bone>Foot</status_fx_bone>
    <status_fx_slot>1</status_fx_slot>
    <effect1_type>Snare</effect1_type>
    <effect1_noresist>0</effect1_noresist>
    <effect1_remain1>0</effect1_remain1>
    <effect1_remain2>3000</effect1_remain2>
    <effect1_effectid>20007</effect1_effectid>
    <effect1_target_type>Target_Only</effect1_target_type>
    <effect1_reserved1>0</effect1_reserved1>
    <effect1_reserved2>99</effect1_reserved2>
    <effect1_reserved6>1</effect1_reserved6>
    <effect1_reserved10>Fire</effect1_reserved10>
    <effect1_reserved11>100</effect1_reserved11>
    <effect1_acc_mod2>500</effect1_acc_mod2>
    <effect1_critical_prob_mod2>100</effect1_critical_prob_mod2>
  </skill_base_client>

And in 6.5 Taiwan:

  <skill_base_client>
    <id>9300</id>
    <name>CH_RapidThrust_Custom_A_sys_Cri</name>
    <desc>STR_CH_RapidThrust_Custom_A_sys_Cri</desc>
    <desc_abnormal>STR_PR_SonicEruption_Custom_A_Abnormal</desc_abnormal>
    <type>Magical</type>
    <sub_type>Debuff</sub_type>
    <skill_category>SKILLCTG_NONE</skill_category>
    <skillicon_name>CH_RapidThrust_Custom_A</skillicon_name>
    <activation_attribute>Provoked</activation_attribute>
    <dispel_category>DebuffPhy</dispel_category>
    <target_slot>debuff</target_slot>
    <target_stop>0</target_stop>
    <hostile_type>None</hostile_type>
    <delay_type>0</delay_type>
    <delay_time>0</delay_time>
    <first_target>Target</first_target>
    <first_target_valid_distance>1</first_target_valid_distance>
    <target_range>OnlyOne</target_range>
    <target_species_restriction>All</target_species_restriction>
    <target_relation_restriction>Enemy</target_relation_restriction>
    <obstacle>4</obstacle>
    <add_wpn_range>0</add_wpn_range>
    <casting_delay>0</casting_delay>
    <auto_attack>maintain</auto_attack>
    <status_fx>sts_snare.snare.sts_hit</status_fx>
    <status_fx_bone>Foot</status_fx_bone>
    <status_fx_slot>1</status_fx_slot>
    <effect1_type>Stun</effect1_type>
    <effect1_noresist>0</effect1_noresist>
    <effect1_remain1>0</effect1_remain1>
    <effect1_remain2>500</effect1_remain2>
    <effect1_effectid>20000</effect1_effectid>
    <effect1_target_type>Target_Only</effect1_target_type>
    <effect1_reserved10>Fire</effect1_reserved10>
    <effect1_reserved11>100</effect1_reserved11>
    <effect1_reserved16>1</effect1_reserved16>
    <effect1_acc_mod2>500</effect1_acc_mod2>
    <effect1_critical_prob_mod2>100</effect1_critical_prob_mod2>
    <effect1_hop_type>SkillLv</effect1_hop_type>
  </skill_base_client>

 

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@mooMOOMooMoomoo-KT So basically it is trying to over right a snare with a snare instead of adding a stun on top of the snare? That would explain the conflict. Thank you for responding and giving an answer before even the GM's to my support ticket. You should get on their pay roll.

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Kubei-DN   

Sad to see a simple player has more knowledge on the game and its files/coding than GMs/Support themselves.

Edited by Kubei-DN

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I submitted a ticket same day as this post and today I get this message for the second time:

 

ThrrKFh.png

 

I just dont get how they expect to instill confidence in the players when basic things like a redundant skill effect can't be hot fixed mid patch. Are you serious? In what other game is this exceptable? @Cyan

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Oh I forgot to mention, "Perpetual Truth" is the NA name of the proc skill CH_RapidThrust_Custom_A_sys_Cri.

In EU English, both the base skill and proc skill are named "Chain Decapitation".

Edited by mooMOOMooMoomoo-KT

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