i found this in playerstats.cpp
- case ONE_HAND_BUNT_SWORD://one hand blunt sword
- attack += (UINT)floor( (Attr->Str + Attr->Estr)*0.75 + Stats->Level*0.2 + ((Attr->Str + Attr->Estr)*0.05 + 29) * weaponatk * 0.03333334 );
- for(UINT i=0;i<MAX_SKILL;i++)
- {
- if( cskills[i].id == 0 || cskills[i].thisskill == 0 )
- continue;
- if( cskills[i].thisskill->type == 15 ) //Pasive
- {
- for( UINT j=0;j<3;j++ )
- {
- if( cskills[i].thisskill->buff[j] == ONE_HAND_WEAP_AP ||
- cskills[i].thisskill->buff[j] == ONE_HAND_MELEE_AP )
- {
- if( cskills[i].thisskill->value2[j] > 0 )
- attack += attack * cskills[i].thisskill->value2[j] / 100;
- if( cskills[i].thisskill->value1[j] > 0 )
- {
- attack += cskills[i].thisskill->value1[j];
- }
- }
- }
- }
- }
- break;
i played on this line
- attack += (UINT)floor( (Attr->Str + Attr->Estr)*0.75 + Stats->Level*0.2 + ((Attr->Str + Attr->Estr)*0.05 + 29) * weaponatk * 0.03333334 );
changed to this
- attack += (UINT)floor( (Attr->Str + Attr->Estr)*0.22 + Stats->Level*0.2 + ((Attr->Str + Attr->Estr)*0.000000000000000000001 + 29) * weaponatk * 0.0000033 );
the hammer and mace damage 98 % better then befor but the devs can fix that 100 %