Meteor Pulse
Lvl: 10 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 105 Range: 8

Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x150%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill

Lvl: 9 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 100 Range: 8
• Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x145%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill
Lvl: 8 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 95 Range: 8
• Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x140%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill
Lvl: 7 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 90 Range: 8
• Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x135%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill
Lvl: 6 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 85 Range: 8
• Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x130%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill
Lvl: 5 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 80 Range: 8
• Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x125%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill
Lvl: 4 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 75 Range: 8
• Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x120%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill
Lvl: 3 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 70 Range: 8
• Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x115%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill
Lvl: 2 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 65 Range: 8
• Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x110%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill
Lvl: 1 Attack Physical CD: 1.5 sec Skill Delay: 1 sec SP: 60 Range: 8
• Shoot multiple meteors from a long distance, cause DMG ([Deadly Snipe] x105%) to a single target. Explode after hit, and deals damage to all enemies within 3 meters. This skill needs short-term guidance. Bows must be equipped to release this skill

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": 1.5,
  "id": 4001010,
  "Cost": 1,
  "Desc": [
    {
      "id": 4001000,
      "params": [
        150
      ]
    }
  ],
  "Icon": "skill_4001001",
  "Camps": "Enemy",
  "Level": 10,
  "Logic": "SkillLockedTarget",
  "Damage": [
    {
      "type": 4401,
      "damChangePer": 0
    }
  ],
  "DescId": "##171719",
  "NameZh": "##169776",
  "CastAct": "skill_ready",
  "DamTime": {
    "type": 1,
    "value": 3
  },
  "DelayCD": 1,
  "Fire_EP": 6,
  "ItemCost": [
    {
      "id": 12903,
      "count": 1580
    }
  ],
  "RollType": 1,
  "AttackAct": [
    "use_skill"
  ],
  "Attack_EP": 3,
  "Lead_Type": {
    "type": 1,
    "ReadyTime": 0.2
  },
  "SE_attack": "Skill/Hunter_liuxingmaichong",
  "SkillCost": {
    "sp": 105
  },
  "SkillType": "Attack",
  "Target_EP": 3,
  "DamageType": 1,
  "CastLock_EP": 1,
  "Logic_Param": {
    "emit": {
      "type": 1,
      "speed": 60,
      "effect": "Eff_MeteorPulse_bullet",
      "single_fire": false
    },
    "range": 3,
    "spotter": 1,
    "range_num": 15
  },
  "Launch_Range": 8,
  "PreCondition": [
    {
      "type": 2,
      "itemtype": 210
    }
  ],
  "ExtraMaxLevel": 0,
  "StrengthenCost": [
    {
      "num": 1,
      "type": 1
    }
  ]
}