Index: src/map/battle.c =================================================================== --- src/map/battle.c (revision 17299) +++ src/map/battle.c (working copy) @@ -1881,29 +1880,8 @@ && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){ int chance = rand()%100; wd.type = 0x08; - switch(sc->data[SC_FEARBREEZE]->val1){ - case 5: - if( chance < 3){// 3 % chance to attack 5 times. - wd.div_ = 5; - break; - } - case 4: - if( chance < 7){// 6 % chance to attack 4 times. - wd.div_ = 4; - break; - } - case 3: - if( chance < 10){// 9 % chance to attack 3 times. - wd.div_ = 3; - break; - } - case 2: - case 1: - if( chance < 13){// 12 % chance to attack 2 times. - wd.div_ = 2; - break; - } - } + if( chance < sc->data[SC_FEARBREEZE]->val2) + wd.div_ = (sc->data[SC_FEARBREEZE]->val1 == 1)?2:sc->data[SC_FEARBREEZE]->val1; wd.div_ = min(wd.div_,sd->status.inventory[i].amount); sc->data[SC_FEARBREEZE]->val4 = wd.div_-1; } Index: src/map/skill.c =================================================================== --- src/map/skill.c (revision 17299) +++ src/map/skill.c (working copy) @@ -8168,7 +8168,7 @@ **/ case RA_FEARBREEZE: clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); + clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, 13-((skill_lv > 2)?(skill_lv-1)*3:0), skill_get_time(skill_id, skill_lv))); break; case RA_WUGMASTERY: