
Deadly Snipe
Lvl: 13
Attack
Physical
CD: 2.5 sec
Skill Delay: 1.9 sec
SP: 71
Range: 8
Aims at an enemy and shoots it from a great distance, dealing Dmg equivalent to 760% Atk. This skill can Crit, the Crit chance of this skill is (Own Crit - target’s Crit Res.)/3, Crit.Dmg is (Crit Bonus - target’s Crit. Dmg Reduc.). This skill must be channeled for 0.4 and requires a Bow weapon.
Lvl: 12
Attack
Physical
CD: 3 sec
Skill Delay: 2.1 sec
SP: 68
Range: 8
• Aims at an enemy and shoots it from a great distance, dealing Dmg equivalent to 720% Atk. This skill can Crit, the Crit chance of this skill is (Own Crit - target’s Crit Res.)/3, Crit.Dmg is (Crit Bonus - target’s Crit. Dmg Reduc.). This skill must be channeled for 0.6 and requires a Bow weapon.
Lvl: 11
Attack
Physical
CD: 3.5 sec
Skill Delay: 2.3 sec
SP: 65
Range: 8
• Aims at an enemy and shoots it from a great distance, dealing Dmg equivalent to 680% Atk. This skill can Crit, the Crit chance of this skill is (Own Crit - target’s Crit Res.)/3, Crit.Dmg is (Crit Bonus - target’s Crit. Dmg Reduc.). This skill must be channeled for 0.8 and requires a Bow weapon.
Lvl: 10
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 62
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 640% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Lvl: 9
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 59
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 600% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Lvl: 8
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 56
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 560% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Lvl: 7
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 53
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 520% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Lvl: 6
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 50
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 480% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Lvl: 5
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 47
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 440% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Lvl: 4
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 44
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 400% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Lvl: 3
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 41
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 360% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Lvl: 2
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 38
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 320% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Lvl: 1
Attack
Physical
CD: 4 sec
Skill Delay: 2.5 sec
SP: 35
Range: 8
• Aims at an enemy and shoot it from a great distance, dealing Atk 280% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Aesir
• Deadly Snipe - Enhance [Deadly Snipe] damage + 5%
• Deadly Snipe - Precision [Deadly Snipe] final Critical chance +
Formula
function CommonFun.calcDamage_4401(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 AttrEffect = targetUser: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 LongRangeDamReduc2 = targetUser:GetProperty("LongRangeDamReduc")
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 = Dex * 2 + math.floor(Dex * Dex / 100) + math.floor(Str / 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 hunter = 0
local Forest = 1
local Ring7 = srcUser:GetEquipedID(7_WEAPON)
local RefineLv7 = srcUser:GetEquipedRefineLv(7_WEAPON)
if (Ring7 == 41246 or Ring7 == 141246) and 8 < RefineLv7 then
hunter = hunter + (RefineLv7 - 8) * 0.1
end
if srcUser:HasBuffID(91000430_FOREST_HUNTER_WHITE_WINGED_BOOTS_:MAX_STACK_0) then
hunter = hunter + 0.5
end
if (Ring7 == 41246 or Ring7 == 141246) and 15 <= RefineLv7 then
Forest = Forest + 0.1
end
if srcUser:HasBuffID(42330_WHITE_WINGED_ARMOR_:MAX_STACK_0) then
Forest = Forest + 0.15
end
if srcUser:HasBuffID(42330_WHITE_WINGED_ARMOR_:MAX_STACK_0) and srcUser:HasBuffID(90002083_WHITE_WINGED_BOOTS_R4_:MAX_STACK_0) then
Forest = Forest + 0.15
end
local Num = srcUser:GetRunePoint(44050_AESIR_DEADLY_SNIPE_DAMAGE_5)
local Num2 = srcUser:GetRunePoint(44060_AESIR_DEADLY_SNIPE_FINAL_CRITICAL_CHANCE)
local RuneDamage = 1 + Num * 0.05
local Num3 = 0
local RefineLv3 = srcUser:GetEquipedRefineLv(3)
if srcUser:HasBuffID(42350_SNIPER_S_MANTEAU_:MAX_STACK_0) and 10 <= RefineLv3 then
Num3 = Num3 + 5
end
local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
local meteor = 1
if skillID == 4001_SAGE:METEOR_PULSE then
local deadshoot = srcUser:GetLernedSkillLevel(1245_ASSASSIN:DEADLY_SNIPE)
damChangePer = deadshoot * 0.4 + 2.4
local skilllv_1 = srcUser:GetLernedSkillLevel(4001_SAGE:METEOR_PULSE)
local skilllv_2 = srcUser:GetLernedSkillLevel(4020_SAGE:METEOR_PULSE_ENHANCE)
meteor = (1 + skilllv_1 * 0.05) * (1 + skilllv_2 * 0.05)
end
local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * (damChangePer + hunter) * (1 + DamIncrease - LongRangeDamReduc2) * (1 - RefineDamReduc) - Vit2 * (1 + VitPer2)) * Forest * RuneDamage * meteor
local Cri = srcUser:GetProperty("Cri")
local CriRes2 = targetUser:GetProperty("CriRes")
local CriDamPer = srcUser:GetProperty("CriDamPer")
local CriDefPer2 = targetUser:GetProperty("CriDefPer")
local GemValue1 = srcUser:GetGemValue(41091_DEADLY_SNIPE_CRIT_PERCENTAGE)
local GemValue2 = srcUser:GetGemValue(41092_DEADLY_SNIPE_CRIT_DMG_PERCENTAGE)
local Rate = (Cri + GemValue1 / 1000 - CriRes2) / 3 + Num2 * 3 + Num3
if CommonFun.IsInRate(Rate, srcUser:GetRandom()) then
A = ((AtkFinal * (1 - DamReduc2) + Refine) * (damChangePer + hunter) * (1 + DamIncrease - LongRangeDamReduc2) * (1 - RefineDamReduc) - Vit2 * (1 + VitPer2)) * Forest * RuneDamage * meteor
return A * (1.5 + CriDamPer - CriDefPer2 + GemValue2 / 100000), CommonFun.DamageType.Crit
end
if A <= 1 then
return 1
end
return A
end
Formula
{
"CD": 2.5,
"id": 1245013,
"Cost": 1,
"Desc": [
{
"id": 1245001,
"params": [
760,
0.4
]
}
],
"Icon": "skill_1245001",
"Camps": "Enemy",
"Level": 13,
"Logic": "SkillLockedTarget",
"Damage": [
{
"type": 4401,
"damChangePer": 7.6
}
],
"DescId": "##170479",
"NameZh": "##169480",
"SE_hit": "Skill/skill_weapon_arrowstorm_hit_01",
"CastAct": "skill_ready",
"DamTime": {
"type": 1,
"value": 3
},
"DelayCD": 1.9,
"Fire_EP": 6,
"SE_cast": "Common/Magic_cast",
"RollType": 1,
"AttackAct": [
"use_skill"
],
"Attack_EP": 3,
"Lead_Type": {
"type": 1,
"ReadyTime": 0.4
},
"SE_attack": "Skill/skill_weapon_deathsnipe_attack_01",
"SkillCost": {
"sp": 71
},
"SkillType": "Attack",
"Target_EP": 3,
"DamageType": 1,
"CastLock_EP": 1,
"Logic_Param": {
"emit": {
"type": 1,
"speed": 60,
"effect": "ArcherAttack",
"single_fire": false
}
},
"Launch_Range": 8,
"PreCondition": [
{
"type": 2,
"itemtype": 210
}
],
"StrengthenCost": [
{
"num": 1,
"type": 1
}
]
}