
Crack Shot
Lvl: 20
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*2400%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 19
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*2340%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 18
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*2280%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 17
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*2220%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 16
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*2160%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 15
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*2100%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 14
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*2040%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 13
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1980%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 12
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1920%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 11
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1860%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 10
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1800%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 9
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1740%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 8
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1680%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 7
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1620%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 6
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1560%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 5
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1500%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 4
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1440%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 3
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1380%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 2
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1320%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Lvl: 1
Attack
Physical
CD: 1 sec
Skill Delay: 1 sec
Range: 7
• Target an enemy and charge up, then deal Phy. DMG equivalent to Phy. ATK*1260%. Spends 1 bullet. Must have a rifle gun equipped. This skill ignores skill effects such as Light Shield, Auto Guard, Sword Parry, and Kyrie Eleison
Aesir
• Crack Shot - Strengthen Crack Shot DMG +5%.
Formula
function CommonFun.calcDamage_17303(srcUser, targetUser, params, damageParam, logger)
local Str = srcUser:GetProperty("Str")
local Dex = srcUser:GetProperty("Dex")
local Luk = srcUser:GetProperty("Luk")
local Luk2 = targetUser: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 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 AttrEffect2 = srcUser:GetProperty("AttrEffect")
local bits2 = CommonFun.getBits(AttrEffect2)
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 = Dex * 2 + math.floor(Dex * Dex / 100) + math.floor(Str / 5) + math.floor(Luk / 5)
local skilllv = srcUser:GetLernedSkillLevel(2206_STELLAR_HUNTER:MAGICAL_BULLET)
local MAtk = srcUser:GetProperty("MAtk")
local MAtkPer = srcUser:GetProperty("MAtkPer")
local Magic = 0
local Num4 = srcUser:GetRunePoint(173015_AESIR_THE_M_ATK_BONUS_OF_MAGICAL_BULLET_IS_INCREASED_BY_3)
if 0 < skilllv then
Magic = MAtk * (1 + MAtkPer) * (math.min(skilllv, 10) * 0.05 + Num4 * 0.03)
end
local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk + Magic) * raceparam * bossparam * bossparam2
local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
local LongRangeDamReduc2 = targetUser:GetProperty("LongRangeDamReduc")
local damChangePer = damageParam.damChangePer
local Rune = 1
local Num1 = srcUser:GetRunePoint(173018_AESIR_POINT_SHOOTING_DMG_6)
local Num2 = srcUser:GetRunePoint(173035_AESIR_CRACK_SHOT_DMG_5)
local targetid = targetUser:GetGuid()
local distance = srcUser:GetDistance(targetid)
local dis_ratio = 1
local Num3 = srcUser:GetRunePoint(173031_AESIR_WHEN_EQUIPPED_WITH_A_RIFLE_GUN_SHOOTING_SKILLS_DEAL_INCREASED_DMG_ACCORDING_TO_THE_DISTANCE_1_DMG_PER_METER)
if 0 < Num3 and 1 <= distance then
dis_ratio = 1 + Num3 * 0.01 * math.floor(distance)
end
local Rifle = 1
local RefineLv = srcUser:GetEquipedRefineLv(7_WEAPON)
local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
if skillID == 2243_STELLAR_HUNTER:ABSOLUTE_PENETRATION then
local skilllv1 = srcUser:GetLernedSkillLevel(2227_STELLAR_HUNTER:CRACK_SHOT)
local skilllv2 = srcUser:GetLernedSkillLevel(2243_STELLAR_HUNTER:ABSOLUTE_PENETRATION)
local DefParam = Def2 * (1 + DefPer2) / 500
local ChantTime = srcUser:GetCurChantTime()
local skilllv_luk = srcUser:GetLernedSkillLevel(2264_STELLAR_HUNTER:THOROUGH_THROUGH_VITAL_PART_STRIKE)
AtkFinal = AtkFinal + skilllv_luk * Luk * 3
if srcUser:HasBuffID(45040_TERMINATOR_SNIPER_RIFLE_:MAX_STACK_0) then
Rifle = 1 + RefineLv * 0.01
end
if srcUser:HasBuffID(45050_TERMINATOR_SNIPER_RIFLE_AFTER_PERFUSION_:MAX_STACK_0) then
Rifle = 1 + RefineLv * 0.02
end
if srcUser:HasBuffID(90004674_ASSAULT_TERMINATOR_1_T5_:MAX_STACK_0) then
Rifle = Rifle + 0.15
end
local mapid, maptype = srcUser:GetMapInfo()
if (maptype == PVP_MAPS) and 3000 <= ChantTime then
local skilllv3 = srcUser:GetLernedSkillLevel(2263_STELLAR_HUNTER:THOROUGH_THROUGH_HEAD_SHOT)
local KillRate = (Luk - Luk2) * skilllv3 * 0.01
if srcUser:HasBuffID(21730040_HEAD_SHOT_CHANCE_IN_THE_HAWK_EYES_STATE_:MAX_STACK_0) and srcUser:HasBuffID(133769_HAWK_EYES_MODE_:MAX_STACK_0) then
KillRate = KillRate + 5
end
if srcUser:HasBuffID(45264_PASSIVE_HEAD_SHOT_PROBABILITY_:MAX_STACK_0) or srcUser:HasBuffID(45274_PASSIVE_HEAD_SHOT_PROBABILITY_:MAX_STACK_0) or srcUser:HasBuffID(47364_PASSIVE_HEAD_SHOT_PROBABILITY_:MAX_STACK_0) then
KillRate = KillRate + 7
end
if srcUser:HasBuffID(45265_CAN_T_BE_ATTACKED_:MAX_STACK_0) or srcUser:HasBuffID(45275_CAN_T_BE_ATTACKED_:MAX_STACK_0) then
KillRate = KillRate * 1.77
end
end
Rune = 1 + Num2 * 0.05
damChangePer = ((skilllv1 * 0.6 + 12) * (1 + skilllv2 * 0.03) * Rune * Rifle + DefParam) * (1 + math.floor(ChantTime / 1000) * 0.5)
Rune = 1
Rifle = 1
if 4900 <= ChantTime then
DefReduc = 1
end
end
if skillID == 2205_STELLAR_HUNTER:POINT_SHOOTING then
local GemValue = srcUser:GetGemValue(173151_POINT_SHOOTING_DMG_PERCENTAGE)
local GemDam = 1 + GemValue / 100000
Rune = (1 + Num1 * 0.06) * GemDam
end
if skillID == 2227_STELLAR_HUNTER:CRACK_SHOT then
Rune = 1 + Num2 * 0.05
if srcUser:HasBuffID(45040_TERMINATOR_SNIPER_RIFLE_:MAX_STACK_0) then
Rifle = 1 + RefineLv * 0.01
end
if srcUser:HasBuffID(45050_TERMINATOR_SNIPER_RIFLE_AFTER_PERFUSION_:MAX_STACK_0) then
Rifle = 1 + RefineLv * 0.02
end
if srcUser:HasBuffID(90004674_ASSAULT_TERMINATOR_1_T5_:MAX_STACK_0) then
Rifle = Rifle + 0.15
end
end
local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - LongRangeDamReduc2) - Vit2 * (1 + VitPer2)) * Rune * dis_ratio * Rifle
if A <= 1 then
return 1
end
return A
end
Formula
{
"CD": 1,
"id": 2227020,
"Cost": 1,
"Desc": [
{
"id": 2227000,
"params": [
2400
]
}
],
"Icon": "skill_2227001",
"Camps": "Enemy",
"Level": 20,
"Logic": "SkillLockedTarget",
"Damage": [
{
"type": 17303,
"damChangePer": 24
}
],
"DescId": "##1124299",
"NameZh": "##1113040",
"CastAct": "skill_ready",
"DamTime": {
"type": 1,
"value": 3
},
"DelayCD": 1,
"Fire_EP": 6,
"SE_cast": "Skill/skil_gunner_3_cast",
"RollType": 1,
"AttackAct": [
"use_skill2"
],
"Attack_EP": 2,
"Lead_Type": {
"type": 1,
"ReadyTime": 0.5
},
"SE_attack": "skill/skil_gunner_3_attack",
"SkillCost": [
{
"num": 1,
"specialType": 4
}
],
"SkillType": "Attack",
"Target_EP": 2,
"DamageType": 1,
"CastLock_EP": 1,
"E_Attack_On": 1,
"Logic_Param": {
"emit": {
"type": 1,
"speed": 60,
"effect": "gunman_dwxf_bullet",
"single_fire": true
}
},
"Launch_Range": 7,
"PreCondition": [
{
"type": 2,
"itemtype": 320
}
]
}