Fire Ball bounce
Lvl: 10 Attack Magic CD: 5 sec Range: 5

Deals Fire magic damage equivalent to M.Atk x600% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 30%.

Lvl: 9 Attack Magic CD: 5 sec Range: 5
• Deals Fire magic damage equivalent to M.Atk x570% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 27%.
Lvl: 8 Attack Magic CD: 5 sec Range: 5
• Deals Fire magic damage equivalent to M.Atk x540% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 24%.
Lvl: 7 Attack Magic CD: 5 sec Range: 5
• Deals Fire magic damage equivalent to M.Atk x510% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 21%.
Lvl: 6 Attack Magic CD: 5 sec Range: 5
• Deals Fire magic damage equivalent to M.Atk x480% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 18%.
Lvl: 5 Attack Magic CD: 5 sec Range: 5
• Deals Fire magic damage equivalent to M.Atk x450% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 15%.
Lvl: 4 Attack Magic CD: 5 sec Range: 5
• Deals Fire magic damage equivalent to M.Atk x420% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 12%.
Lvl: 3 Attack Magic CD: 5 sec Range: 5
• Deals Fire magic damage equivalent to M.Atk x390% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 9%.
Lvl: 2 Attack Magic CD: 5 sec Range: 5
• Deals Fire magic damage equivalent to M.Atk x360% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 6%.
Lvl: 1 Attack Magic CD: 5 sec Range: 5
• Deals Fire magic damage equivalent to M.Atk x330% to an enemy unit and launches fireballs that hit other targets in range. The damage dealt by each subsequent fireball increases by 3%.

Formula

function CommonFun.calcDamage_9016(srcUser, targetUser, params, damageParam, logger)
  local Int = srcUser:GetProperty("Int")
  local Vit = srcUser:GetProperty("Vit")
  local MAtk = srcUser:GetProperty("MAtk")
  local MAtkPer = srcUser:GetProperty("MAtkPer")
  local MDamIncrease = CommonFun.calcMDamIncrease(srcUser, targetUser)
  local IgnoreMDef = srcUser:GetProperty("IgnoreMDef")
  if 1 <= IgnoreMDef then
    IgnoreMDef = 1
  end
  local MRefine = srcUser:GetProperty("MRefine")
  local srcAtkElement = CommonFun.GetUserAtkAttr(srcUser, targetUser, params, damageParam)
  local targetDefElement = targetUser:GetProperty("DefAttr")
  local count = params.hitedCount
  if count <= 1 then
    count = 1
  end
  local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
  local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
  local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
  local MDef2 = targetUser:GetProperty("MDef")
  local MDefPer2 = targetUser:GetProperty("MDefPer")
  local Vit2 = targetUser:GetProperty("Vit")
  local VitPer2 = targetUser:GetProperty("VitPer")
  local Int2 = targetUser:GetProperty("Int")
  local IntPer2 = targetUser:GetProperty("IntPer")
  local MDamReduc2 = CommonFun.calcMDamReDuc(srcUser, targetUser)
  local RefineMDamReduc = targetUser:GetProperty("RefineMDamReduc")
  local damChangePer = damageParam.damChangePer
  local BaseMAtk = Int + math.floor(Int * Int / 100)
  local MAtkFinal = ((MAtk - BaseMAtk) * (1 + MAtkPer) + BaseMAtk) * raceparam * bossparam2
  local MDefReduc = CommonFun.CalcMDef(srcUser, targetUser)
  local A = ((MAtkFinal * MDefReduc * (1 - MDamReduc2) + MRefine) * damChangePer * (1 - RefineMDamReduc) * (1 + MDamIncrease) * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)) * count
  if A <= 1 then
    return 1
  end
  return A
end

Formula

{
  "CD": 5,
  "id": 100910010,
  "Desc": [
    {
      "id": 100910010,
      "params": [
        600,
        30
      ]
    }
  ],
  "Icon": "skill_90001",
  "Camps": "Enemy",
  "Level": 10,
  "Logic": "SkillPointRange",
  "Damage": [
    {
      "type": 9016,
      "damChangePer": 6,
      "elementparam": 4
    }
  ],
  "DescId": "##171916",
  "NameZh": "##159803",
  "DamTime": {
    "type": 1,
    "value": 1
  },
  "Fire_EP": 3,
  "RollType": 2,
  "AttackAct": [
    "use_skill"
  ],
  "Attack_EP": 3,
  "SkillType": "Attack",
  "Target_EP": 3,
  "Logic_Param": {
    "range": 3,
    "range_num": 6
  },
  "Launch_Range": 5
}