
Shield Chain
Lvl: 20
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
Use shield to deal Dam: (250%×Combos 5) to a single enemy. Using it increases 200 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 19
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Dam: (245%×Combos 5) to a single enemy. Using it increases 180 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 18
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Dam: (240%×Combos 5) to a single enemy. Using it increases 160 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 17
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Dam: (235%×Combos 5) to a single enemy. Using it increases 140 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 16
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Dam: (230%×Combos 5) to a single enemy. Using it increases 120 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 15
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Dam: (225%×Combos 5) to a single enemy. Using it increases 100 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 14
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Dam: (220%×Combos 5) to a single enemy. Using it increases 80 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 13
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Dam: (215%×Combos 5) to a single enemy. Using it increases 60 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 12
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Dam: (210%×Combos 5) to a single enemy. Using it increases 40 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 11
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Dam: (205%×Combos 5) to a single enemy. Using it increases 20 points to your M.Def for 3 seconds. Shield as off-hand weapon must be equipped.
Lvl: 10
Attack
Physical
Skill Delay: 1.5 sec
SP: 34
Range: 4
Cast Time: 2
• Use shield to deal Damage: (200%×Combos 5) to a single enemy. Shield as off-hand weapon must be equipped.
Lvl: 9
Attack
Physical
Skill Delay: 1.5 sec
SP: 32
Range: 4
Cast Time: 2
• Use shield to deal Damage: (180%×Combos 5) to a single enemy. Shield as off-hand weapon must be equipped.
Lvl: 8
Attack
Physical
Skill Delay: 1.5 sec
SP: 30
Range: 4
Cast Time: 2
• Use shield to deal Damage: (170%×Combos 4) to a single enemy. Shield as off-hand weapon must be equipped.
Lvl: 7
Attack
Physical
Skill Delay: 1.5 sec
SP: 28
Range: 4
Cast Time: 2
• Use shield to deal Damage: (160%×Combos 4) to a single enemy. Shield as off-hand weapon must be equipped.
Lvl: 6
Attack
Physical
Skill Delay: 1.5 sec
SP: 26
Range: 4
Cast Time: 2
• Use shield to deal Damage: (150%×Combos 3) to a single enemy. Shield as off-hand weapon must be equipped.
Lvl: 5
Attack
Physical
Skill Delay: 1.5 sec
SP: 24
Range: 4
Cast Time: 1.5
• Use shield to deal Damage: (140%×Combos 3) to a single enemy. Shield as off-hand weapon must be equipped.
Lvl: 4
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 4
Cast Time: 1.5
• Use shield to deal Damage: (130%×Combos 2) to a single enemy. Shield as off-hand weapon must be equipped.
Lvl: 3
Attack
Physical
Skill Delay: 1.5 sec
SP: 20
Range: 4
Cast Time: 1.5
• Use shield to deal Damage: (120%×Combos 2) to a single enemy. Shield as off-hand weapon must be equipped.
Lvl: 2
Attack
Physical
Skill Delay: 1.5 sec
SP: 18
Range: 4
Cast Time: 1.5
• Use shield to deal Damage: (110%×Combos 1) to a single enemy. Shield as off-hand weapon must be equipped.
Lvl: 1
Attack
Physical
Skill Delay: 1.5 sec
SP: 16
Range: 4
Cast Time: 1.5
• Use shield to deal Damage: (100%×Combos 1) to a single enemy. Shield as off-hand weapon must be equipped.
Aesir
• Shield Chain - Empower [Shield Chain] Single Base Dmg +10%
• Shield Chain -Range [Shield Chain] Range +0.5m
Formula
function CommonFun.calcDamage_7203(srcUser, targetUser, params, damageParam, logger)
local Str = srcUser:GetProperty("Str")
local Dex = srcUser:GetProperty("Dex")
local Vit = srcUser:GetProperty("Vit")
local Luk = srcUser:GetProperty("Luk")
local Atk = srcUser:GetProperty("Atk")
local AtkPer = srcUser:GetProperty("AtkPer")
local DamIncrease = srcUser:GetProperty("DamIncrease")
local shield = srcUser:GetEquipedID(1)
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 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 = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 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 Num1 = srcUser:GetRunePoint(70040_AESIR_SHIELD_CHAIN_SINGLE_BASE_DMG_10)
local RuneDamage = 1 + 0.1 * Num1
local RefineLv = srcUser:GetEquipedRefineLv(1)
local VDDamage = Vit / 150 + Dex / 200 + RefineLv / 15
if VDDamage <= 0 then
VDDamage = 0
end
local skilllv_1 = srcUser:GetLernedSkillLevel(1181_THIEF:SHIELD_OF_DEFENSE)
local Sheild = skilllv_1 * 0.01 + 1
local GemValue = srcUser:GetGemValue(72111_SHIELD_CHAIN_DMG_PERCENTAGE)
local GemDam = 1 + GemValue / 100000
local RefineLvH = srcUser:GetEquipedRefineLv(2)
local huangjiazhanjia = 0
if 10 <= RefineLvH and srcUser:HasBuffID(90002013_IMPERIAL_ARMOR_R4_:MAX_STACK_0) then
huangjiazhanjia = 0.15
end
local RefineLvJ = srcUser:GetEquipedRefineLv(1)
local jingdun = 0
if shield == 42508 or shield == 142508 then
jingdun = jingdun + 0.15
end
if 10 <= RefineLvJ and srcUser:HasBuffID(90002033_MIRROR_SHIELD_R4_:MAX_STACK_0) then
jingdun = jingdun + 0.1
end
if 5 <= RefineLvJ and srcUser:HasBuffID(90002027_LEGION_PLATE_ARMOR_R8_:MAX_STACK_0) then
jingdun = jingdun + 0.05
end
local Nirvana = 0
local equipRing = srcUser:getEquip(CommonFun.PackType.EPACKTYPE_EQUIP, CommonFun.EquipPos.EEQUIPPOS_SHIELD)
if equipRing.id == 42581 or equipRing.id == 142581 then
if 5 > equipRing.refinelv then
Nirvana = Nirvana + 0.15
elseif 5 <= equipRing.refinelv and 10 > equipRing.refinelv then
Nirvana = Nirvana + 0.15 + 0.05
elseif 10 <= equipRing.refinelv then
Nirvana = Nirvana + 0.15 + 0.05 + 0.1
end
end
local equipRingSD = srcUser:getEquip(CommonFun.PackType.EPACKTYPE_SHADOWEQUIP, CommonFun.EquipPos.EEQUIPPOS_SHIELD)
if equipRingSD.id == 42581 or equipRingSD.id == 142581 then
if 5 > equipRingSD.refinelv then
Nirvana = Nirvana + 0.15 * equipRingSD.quench_per / 100
elseif 5 <= equipRingSD.refinelv and 10 > equipRingSD.refinelv then
Nirvana = Nirvana + 0.2 * equipRingSD.quench_per / 100
elseif 10 <= equipRingSD.refinelv then
Nirvana = Nirvana + 0.30000000000000004 * equipRingSD.quench_per / 100
end
end
local BaseLvDamage = 0
local IBaseLv = srcUser.BaseLv
if srcUser:HasBuffID(43800_1797_:MAX_STACK_0) or srcUser:HasBuffID(44010_1738_:MAX_STACK_0) or srcUser:HasBuffID(43590_ACADEMY_GUN_:MAX_STACK_0) then
BaseLvDamage = IBaseLv * 50
end
local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * (damChangePer + VDDamage) * (1 + DamIncrease - LongRangeDamReduc2) * (1 - RefineDamReduc) - Vit2 * (1 + VitPer2)) * RuneDamage * Sheild * GemDam * (1 + huangjiazhanjia + jingdun + Nirvana) + BaseLvDamage
if A <= 1 then
return 1
end
return A
end
Self
{
"id": 115190,
"BuffDesc": "M.Def increases",
"BuffIcon": "skillbuff_360001",
"BuffName": "Shield Chain (Peak Level) increases M.Def",
"BuffRate": {
"Odds": 100
},
"IconType": 1,
"BuffEffect": {
"MDef": {
"a": 20,
"b": -200,
"type": 1
},
"type": "AttrChange"
}
}
Formula
{
"id": 360020,
"Buff": {
"self": [
115190
]
},
"Cost": 1,
"Desc": [
{
"id": 360001,
"params": [
250,
5,
200
]
}
],
"Icon": "skill_360001",
"Camps": "Enemy",
"Level": 20,
"Logic": "SkillLockedTarget",
"Damage": [
{
"type": 7203,
"damChangePer": 12.5
}
],
"DescId": "##170981",
"NameZh": "##169387",
"SE_hit": "Skill/skill_weapon_shieldmuilt_hit_01",
"DamTime": {
"type": 1,
"value": 5
},
"DelayCD": 1.5,
"Fire_EP": 3,
"SE_cast": "Skill/Magic_cast",
"Pvp_buff": {
"self": [
115190
]
},
"RollType": 1,
"SkillHit": 0.2,
"AttackAct": [
"use_skill3"
],
"Attack_EP": 5,
"Lead_Type": {
"CCT": 0,
"FCT": 2,
"type": 2
},
"PeakLevel": 10,
"SE_attack": "Skill/skill_weapon_shieldmuilt_attack_01",
"SkillCost": {
"sp": 34
},
"SkillType": "Attack",
"Target_EP": 0,
"DamageType": 1,
"Launch_Range": 4,
"PreCondition": [
{
"type": 2,
"itemtype": 510
}
]
}