
Ambush
Lvl: 10
Attack
Physical
Skill Delay: 1 sec
SP: 20
Range: 1.5
Deal Dmg equal to 420% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Lvl: 9
Attack
Physical
Skill Delay: 1 sec
SP: 19
Range: 1.5
• Deal Dmg equal to 390% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Lvl: 8
Attack
Physical
Skill Delay: 1 sec
SP: 18
Range: 1.5
• Deal Dmg equal to 360% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Lvl: 7
Attack
Physical
Skill Delay: 1 sec
SP: 17
Range: 1.5
• Deal Dmg equal to 330% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Lvl: 6
Attack
Physical
Skill Delay: 1 sec
SP: 16
Range: 1.5
• Deal Dmg equal to 300% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Lvl: 5
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 1.5
• Deal Dmg equal to 270% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Lvl: 4
Attack
Physical
Skill Delay: 1 sec
SP: 14
Range: 1.5
• Deal Dmg equal to 240% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Lvl: 3
Attack
Physical
Skill Delay: 1 sec
SP: 13
Range: 1.5
• Deal Dmg equal to 210% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Lvl: 2
Attack
Physical
Skill Delay: 1 sec
SP: 12
Range: 1.5
• Deal Dmg equal to 180% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Lvl: 1
Attack
Physical
Skill Delay: 1 sec
SP: 11
Range: 1.5
• Deal Dmg equal to 150% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Aesir
• Ambush Booster I [Ambush] Dmg +5% in Hiding Status
• Ambush Booster II [Ambush] Dmg +10% in Hiding Status
• The Ambush - Empower Damage of [The Ambush] in hiding states +10%
Formula
function CommonFun.calcDamage_3101(srcUser, targetUser, params, damageParam, logger)
local Str = srcUser:GetProperty("Str")
local Dex = srcUser:GetProperty("Dex")
local Luk = srcUser:GetProperty("Luk")
local Atk = srcUser:GetProperty("Atk")
local AtkPer = srcUser:GetProperty("AtkPer")
local DamIncrease = srcUser:GetProperty("DamIncrease")
local IgnoreDef = 0
local IgnoreDef1 = srcUser:GetProperty("IgnoreDef")
local IgnoreDef2 = srcUser:GetProperty("IgnoreEquipDef")
if targetUser.boss or targetUser.mini then
IgnoreDef = IgnoreDef1
else
IgnoreDef = IgnoreDef1 + IgnoreDef2
end
if 1 <= IgnoreDef then
IgnoreDef = 1
end
local Refine = srcUser:GetProperty("Refine")
local Hiding = srcUser:GetProperty("Hiding")
local AttrEffect = srcUser:GetProperty("AttrEffect")
local bits = CommonFun.getBits(AttrEffect)
local AttrEffect2 = srcUser:GetProperty("AttrEffect")
local bits2 = CommonFun.getBits(AttrEffect2)
local Def2 = targetUser:GetProperty("Def")
local DefPer2 = targetUser:GetProperty("DefPer")
local Vit2 = targetUser:GetProperty("Vit")
local VitPer2 = targetUser:GetProperty("VitPer")
local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
local RefineDamReduc = targetUser:GetProperty("RefineDamReduc")
local damChangePer = damageParam.damChangePer
local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
local ShortRangeDamReduc2 = targetUser:GetProperty("ShortRangeDamReduc")
local A = (AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)
if A <= 1 then
return 1
end
local Num1 = srcUser:GetRunePoint(31001_AESIR_AMBUSH_DMG_5_IN_HIDING_STATUS)
local Num2 = srcUser:GetRunePoint(31002_AESIR_AMBUSH_DMG_10_IN_HIDING_STATUS)
local Num3 = srcUser:GetRunePoint(31003)
local Num4 = srcUser:GetRunePoint(31004)
local Num5 = srcUser:GetRunePoint(31005)
local RuneDamage = Num1 * 0.05 + Num2 * 0.1 + Num3 * 0.05 + Num4 * 0.05 + Num5 * 0.05 + 1
local Num6 = srcUser:GetRunePoint(90120_AESIR_DAMAGE_OF_THE_AMBUSH_IN_HIDING_STATES_10)
local RuneDamage2 = 0.1 * Num6 + 1
if Hiding == 1 or bits[CommonFun.AttrEffect.HideStrengthEffect] == 1 then
if bits2[CommonFun.AttrEffect.Hualiduanjian] == 1 then
return A * 2 * 1.5 * RuneDamage * RuneDamage2
else
return A * 2 * RuneDamage * RuneDamage2
end
elseif bits2[CommonFun.AttrEffect.Hualiduanjian] == 1 then
return A * 1.5
end
return A
end
Self
{
"id": 106110,
"BuffDesc": "Double the damage of Back Stab next time",
"BuffIcon": "skillbuff_180001",
"BuffName": "Double the damage of [Back Stab] after ambush",
"BuffRate": {
"Odds": {
"type": 2550
}
},
"IconType": 1,
"Condition": {
"type": "Profession",
"value": [
92,
93,
94,
95
]
}
}
Enemy
{
"id": 95330,
"BuffDesc": "Stun: disable movement, stop restoring mana",
"BuffIcon": "skillbuff_181001",
"BuffName": "The Ambush (stun the enemy in hiding state) [Stunning -probability is not counted]",
"BuffRate": {
"Odds": {
"type": 2160
}
},
"BuffType": {
"isgain": 0,
"isdisperse": 1
},
"IconType": 1,
"BuffEffect": {
"type": "StatusChange",
"NoAct": 1,
"AttrEffect": [
3,
4
],
"StateEffect": "4_Dizzy"
},
"BuffStateID": 80010
}
Formula
{
"id": 180010,
"Buff": {
"self": [
106110
],
"enemy": [
95330
]
},
"Cost": 1,
"Desc": [
{
"id": 180000,
"params": [
420,
100,
3
]
}
],
"Icon": "skill_180001",
"Camps": "Enemy",
"Level": 10,
"Logic": "SkillLockedTarget",
"Damage": [
{
"type": 3101,
"damChangePer": 4.2
}
],
"DescId": "##171032",
"NameZh": "##170063",
"DamTime": {
"type": 1,
"value": 2
},
"DelayCD": 1,
"Fire_EP": 2,
"Pvp_buff": {
"self": [
106110
],
"enemy": [
95330
]
},
"RollType": 1,
"AttackAct": [
"use_skill"
],
"Attack_EP": 3,
"SE_attack": "Skill/Bash",
"SkillCost": {
"sp": 20
},
"SkillType": "Attack",
"Target_EP": 3,
"DamageType": 1,
"Launch_Range": 1.5,
"PreCondition": [
{
"type": 2,
"itemtype": 200
},
{
"type": 2,
"itemtype": 250
}
]
}