Bowling Bash
Lvl: 20 Attack Physical Skill Delay: 1.5 sec SP: 22 Range: 1.5

Cause enemies within range to collide into one another, dealing (810% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% 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": 20020,
  "Buff": {
    "self": [
      124122
    ]
  },
  "Cost": 1,
  "Desc": [
    {
      "id": 20000,
      "params": [
        810,
        30
      ]
    }
  ],
  "Icon": "skill_20001",
  "Camps": "Enemy",
  "Level": 20,
  "Logic": "SkillLockedTarget",
  "Damage": [
    {
      "type": 1202,
      "skill1_id": 20,
      "damChangePer": 8.1
    }
  ],
  "DescId": "##170974",
  "NameZh": "##170115",
  "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
  },
  "PeakLevel": 10,
  "SE_attack": "Skill/skill_magic_eachone_attack",
  "SkillCost": {
    "sp": 22
  },
  "SkillType": "Attack",
  "Target_EP": 3,
  "DamageType": 1,
  "HitEffects": [
    {
      "type": 1,
      "speed": 10,
      "distance": 1,
      "direction": "back"
    }
  ],
  "Logic_Param": {
    "range": 3,
    "range_num": 10
  },
  "Launch_Range": 1.5
}