
Bowling Bash
Lvl: 5
Attack
Physical
Skill Delay: 1.5 sec
SP: 17
Range: 1.5
Cause enemies within range to collide into one another, dealing (210% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 19
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (770% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg
Lvl: 18
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (730% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg
Lvl: 17
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (690% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg
Lvl: 16
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (650% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg
Lvl: 15
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (610% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg
Lvl: 14
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (570% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg
Lvl: 13
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (530% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg
Lvl: 12
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (490% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg
Lvl: 11
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (450% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg
Lvl: 10
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5
• Cause enemies within range to collide into one another, dealing (410% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 9
Attack
Physical
Skill Delay: 1.5 sec
SP: 21
Range: 1.5
• Cause enemies within range to collide into one another, dealing (370% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 8
Attack
Physical
Skill Delay: 1.5 sec
SP: 20
Range: 1.5
• Cause enemies within range to collide into one another, dealing (330% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 7
Attack
Physical
Skill Delay: 1.5 sec
SP: 19
Range: 1.5
• Cause enemies within range to collide into one another, dealing (290% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 6
Attack
Physical
Skill Delay: 1.5 sec
SP: 18
Range: 1.5
• Cause enemies within range to collide into one another, dealing (250% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 5
Attack
Physical
Skill Delay: 1.5 sec
SP: 17
Range: 1.5
• Cause enemies within range to collide into one another, dealing (210% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 4
Attack
Physical
Skill Delay: 1.5 sec
SP: 16
Range: 1.5
• Cause enemies within range to collide into one another, dealing (170% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 3
Attack
Physical
Skill Delay: 1.5 sec
SP: 15
Range: 1.5
• Cause enemies within range to collide into one another, dealing (130% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 2
Attack
Physical
Skill Delay: 1.5 sec
SP: 14
Range: 1.5
• Cause enemies within range to collide into one another, dealing (90% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Lvl: 1
Attack
Physical
Skill Delay: 1.5 sec
SP: 13
Range: 1.5
• Cause enemies within range to collide into one another, dealing (50% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg
Formula
function CommonFun.calcDamage_1202(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 skilllv_1 = srcUser:GetLernedSkillLevel(damageParam.skill1_id)
local AttrEffect = srcUser:GetProperty("AttrEffect")
local bits = CommonFun.getBits(AttrEffect)
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 HumanRes = targetUser:GetProperty("DemiHumanResPer")
local count = params.hitedCount
local damChangePer = damageParam.damChangePer
local damChangePer1 = damageParam.damChangePer1
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 countDam = 0.1
if 10 < skilllv_1 then
countDam = 0.3
end
local A = (AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * (damChangePer + countDam * count) * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)
local B = 0
local Buff = targetUser:HasBuffID(80000240_THARA_FROG_CARD_DEPOSITE_:MAX_STACK_0)
local Weapon = srcUser:GetEquipedID(7_WEAPON)
if Buff == true then
B = HumanRes * 100 * 20
end
if A - B <= 1 then
return 1
end
local guaiwuhujiM = 1
if CommonFun.Shape.M == targetUser.shape and srcUser:HasBuffID(90001163_NAGAN_R4_:MAX_STACK_0) then
guaiwuhujiM = 1.1
end
if CommonFun.Shape.M == targetUser.shape and (Weapon == 40359_BLADE_OF_FRENZY_1_BLADE_OF_FRENZY_1 or Weapon == 140359_BLADE_OF_RAGE_2_BLADE_OF_RAGE_2) then
guaiwuhujiM = 1.1
end
if bits[CommonFun.AttrEffect.GuaiWuHuJiDam] == 1 and 10 <= skilllv_1 then
return (A - B) * 1.3 * guaiwuhujiM
elseif (Weapon == 40308_NAGAN_1 or Weapon == 140308_NAGAN_2) and 10 <= skilllv_1 then
return (A - B) * 2 * guaiwuhujiM
elseif (Weapon == 40359_BLADE_OF_FRENZY_1_BLADE_OF_FRENZY_1 or Weapon == 140359_BLADE_OF_RAGE_2_BLADE_OF_RAGE_2) and 10 <= skilllv_1 then
return (A - B) * 2 * guaiwuhujiM
end
return (A - B) * guaiwuhujiM
end
Self
{
"id": 124122,
"BuffName": "Skill increases Frenzy",
"BuffRate": {
"Odds": 100
},
"BuffEffect": {
"type": "AddBuff",
"layer": [
{
"id": 124120,
"layer": 5
}
]
}
}
Formula
{
"id": 20005,
"Buff": {
"self": [
124122
]
},
"Cost": 1,
"Desc": [
{
"id": 20000,
"params": [
210,
10
]
}
],
"Icon": "skill_20001",
"Camps": "Enemy",
"Level": 5,
"Logic": "SkillLockedTarget",
"Damage": [
{
"type": 1202,
"skill1_id": 20,
"damChangePer": 2.1
}
],
"DescId": "##170974",
"NameZh": "##170115",
"NextID": 20006,
"SE_hit": "Common/Magician_hit",
"CastAct": "skill_ready",
"DamTime": {
"type": 1,
"value": 1
},
"DelayCD": 1.5,
"Fire_EP": 2,
"SE_cast": "Skill/Magic_cast",
"Pvp_buff": {
"self": [
124122
]
},
"RollType": 1,
"AttackAct": [
"use_skill"
],
"Attack_EP": 0,
"Lead_Type": {
"type": 1,
"ReadyTime": 0.7
},
"SE_attack": "Skill/skill_magic_eachone_attack",
"SkillCost": {
"sp": 17
},
"SkillType": "Attack",
"Target_EP": 3,
"DamageType": 1,
"HitEffects": [
{
"type": 1,
"speed": 10,
"distance": 1,
"direction": "back"
}
],
"Logic_Param": {
"range": 3,
"range_num": 10,
"notcontroled": 1
},
"Launch_Range": 1.5
}