
Desperado
Lvl: 1
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(550%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 19
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1450%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 18
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1400%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 17
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1350%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 16
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1300%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 15
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1250%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 14
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1200%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 13
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1150%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 12
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1100%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 11
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1050%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 10
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(1000%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 9
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(950%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 8
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(900%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 7
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(850%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 6
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(800%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 5
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(750%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 4
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(700%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 3
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(650%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 2
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(600%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Lvl: 1
Attack
Physical
CD: 1.5 sec
Skill Delay: 1 sec
Range: 5
• Shoots randomly at enemies in a 5m radius, dealing Phy. DMG equivalent to Phy. ATK*(550%+AGI/20). Spends 3 bullet. Must have a pistol equipped.
Aesir
• Desperado - Strengthen Desperado DMG + 5%
• Desperado - Drink Blood If Desperado hits an enemy, it can restore 3% of lost HP.
Formula
function CommonFun.calcDamage_17302(srcUser, targetUser, params, damageParam, logger)
local Str = srcUser:GetProperty("Str")
local Dex = srcUser:GetProperty("Dex")
local Agi = srcUser:GetProperty("Agi")
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 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 AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * 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(173017_AESIR_PIERCING_SHOT_DMG_6)
local Num2 = srcUser:GetRunePoint(173029_AESIR_DESPERADO_DMG_5)
local Num4 = srcUser:GetRunePoint(173025_AESIR_PIERCING_SHOT_IGNORES_20_OF_THE_TARGET_S_PHY_DEF)
local GemValue_wm1 = srcUser:GetGemValue(173061_DESPERADO_DMG_PERCENTAGE)
local GemValue_wm2 = srcUser:GetGemValue(173062_DESPERADO_EACH_POINT_OF_AGI_DMG_PERCENTAGE)
local GemDam_wm = 1 + GemValue_wm1 / 100000 + GemValue_wm2 / 100000 * Agi
local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
if skillID == 2223_STELLAR_HUNTER:CROSSFIRE then
local GemValue = srcUser:GetGemValue(173101_CROSSFIRE_DMG_PERCENTAGE)
local GemDam = 1 + GemValue / 100000
damChangePer = (damChangePer + Agi / 30) * GemDam
end
local Pistol = 1
local RefineLv = srcUser:GetEquipedRefineLv(7_WEAPON)
if skillID == 2224_STELLAR_HUNTER:DESPERADO then
damChangePer = (damChangePer + Agi / 20) * GemDam_wm
Rune = 1 + Num2 * 0.05
if srcUser:HasBuffID(45000_GOLD_LUX_PISTOL_:MAX_STACK_0) then
Pistol = 1 + RefineLv * 0.01
end
if srcUser:HasBuffID(45010_GOLD_LUX_PISTOL_AFTER_PERFUSION_:MAX_STACK_0) then
Pistol = 1 + RefineLv * 0.02
end
end
if skillID == 2203_STELLAR_HUNTER:PIERCING_SHOT then
Rune = 1 + Num1 * 0.06
DefReduc = 1 - (1 - DefReduc) * (1 - Num4 * 0.2)
end
if skillID == 2241_STELLAR_HUNTER:CARNAGE_CAPOEIRA then
local skilllv_wm = srcUser:GetLernedSkillLevel(2224_STELLAR_HUNTER:DESPERADO)
local skilllv_sl = srcUser:GetLernedSkillLevel(2241_STELLAR_HUNTER:CARNAGE_CAPOEIRA)
damChangePer = (0.5 * skilllv_wm + 5 + Agi / 20) * (0.3 + skilllv_sl * 0.05) * GemDam_wm
Rune = 1 + Num2 * 0.05
if srcUser:HasBuffID(45000_GOLD_LUX_PISTOL_:MAX_STACK_0) then
Pistol = 1 + RefineLv * 0.01
end
if srcUser:HasBuffID(45010_GOLD_LUX_PISTOL_AFTER_PERFUSION_:MAX_STACK_0) then
Pistol = 1 + RefineLv * 0.02
end
end
local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - LongRangeDamReduc2) - Vit2 * (1 + VitPer2)) * Rune * Pistol
local skilllv = srcUser:GetLernedSkillLevel(2240_STELLAR_HUNTER:CHAIN_ACTION)
local DoubleRate = skilllv * 3
if srcUser:HasBuffID(90004654_GOLD_LAW_ENFORCER_1_T5_:MAX_STACK_0) then
DoubleRate = DoubleRate + 20
end
if CommonFun.IsInRate(DoubleRate, srcUser:GetRandom()) then
if srcUser.isServerCall then
srcUser:AddBuff(133660_CHAIN_ACTION_:MAX_STACK_0, srcUser:GetGuid())
end
return A * 2, CommonFun.DamageType.Crit
end
if A <= 1 then
return 1
end
return A
end
Selfondamage 6398
function CommonFun.calcBuff_6398(srcUser, targetUser, a, b, c, d, lv)
if srcUser == nil or targetUser == nil then
return 0
end
local Hp = srcUser:GetProperty("Hp")
local MaxHp = srcUser:GetProperty("MaxHp")
local Rune = srcUser:GetRunePoint(a)
local A = (MaxHp - Hp) * Rune * b
return A
end
Selfondamage
{
"id": 133970,
"BuffName": "Desperado HP Regen.",
"BuffRate": {
"Odds": {
"a": 0,
"b": 0,
"c": 173036,
"d": 100,
"type": 3250
}
},
"BuffEffect": {
"Hp": {
"a": 173036,
"b": 0.03,
"type": 6398
},
"type": "HSPChange",
"calc_heal": 1
}
}
Formula
{
"CD": 1.5,
"id": 2224001,
"Buff": {
"selfondamage": [
133970
]
},
"Cost": 1,
"Desc": [
{
"id": 2224000,
"params": [
550
]
}
],
"Icon": "skill_2224001",
"Camps": "Enemy",
"Level": 1,
"Logic": "SkillSelfRange",
"Damage": [
{
"type": 17302,
"damChangePer": 5.5
}
],
"DescId": "##1138166",
"NameZh": "##1113005",
"NextID": 2224002,
"DamTime": {
"type": 1,
"value": 2
},
"DelayCD": 1,
"Fire_EP": 3,
"Pvp_buff": {
"selfondamage": [
133970
]
},
"RollType": 1,
"AttackAct": [
"use_skill4"
],
"Attack_EP": 2,
"Contidion": {
"skillid": 2223003
},
"SE_attack": "skill/skil_gunner_2",
"SkillCost": [
{
"num": 3,
"specialType": 4
}
],
"SkillType": "Attack",
"Target_EP": 3,
"DamageType": 1,
"E_Attack_On": 1,
"Logic_Param": {
"range": 5,
"range_num": 8,
"concurrent": 1
},
"Launch_Range": 5,
"PreCondition": [
{
"type": 2,
"itemtype": 310
}
]
}