Side Split
Lvl: 10 Attack Physical Skill Delay: 2 sec SP: 42 Range: 1.5

Knocks back nearby enemies while swinging the axe, dealing 500% Dmg to nearby enemies Axe type weapons must be equipped

Lvl: 9 Attack Physical Skill Delay: 2 sec SP: 39 Range: 1.5
• Knocks back nearby enemies while swinging the axe, dealing 470% Dmg to nearby enemies Axe type weapons must be equipped
Lvl: 8 Attack Physical Skill Delay: 2 sec SP: 36 Range: 1.5
• Knocks back nearby enemies while swinging the axe, dealing 440% Dmg to nearby enemies Axe type weapons must be equipped
Lvl: 7 Attack Physical Skill Delay: 2 sec SP: 33 Range: 1.5
• Knocks back nearby enemies while swinging the axe, dealing 410% Dmg to nearby enemies Axe type weapons must be equipped
Lvl: 6 Attack Physical Skill Delay: 2 sec SP: 30 Range: 1.5
• Knocks back nearby enemies while swinging the axe, dealing 380% Dmg to nearby enemies Axe type weapons must be equipped
Lvl: 5 Attack Physical Skill Delay: 2 sec SP: 27 Range: 1.5
• Knocks back nearby enemies while swinging the axe, dealing 350% Dmg to nearby enemies Axe type weapons must be equipped
Lvl: 4 Attack Physical Skill Delay: 2 sec SP: 24 Range: 1.5
• Knocks back nearby enemies while swinging the axe, dealing 320% Dmg to nearby enemies Axe type weapons must be equipped
Lvl: 3 Attack Physical Skill Delay: 2 sec SP: 21 Range: 1.5
• Knocks back nearby enemies while swinging the axe, dealing 290% Dmg to nearby enemies Axe type weapons must be equipped
Lvl: 2 Attack Physical Skill Delay: 2 sec SP: 18 Range: 1.5
• Knocks back nearby enemies while swinging the axe, dealing 260% Dmg to nearby enemies Axe type weapons must be equipped
Lvl: 1 Attack Physical Skill Delay: 2 sec SP: 15 Range: 1.5
• Knocks back nearby enemies while swinging the axe, dealing 230% Dmg to nearby enemies Axe type weapons must be equipped

Formula

function CommonFun.calcDamage_20(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 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 skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
  if skillID == 380_RUNE_KNIGHT:SONIC_CLAW or skillID == 383_RUNE_KNIGHT:SILVER_CHARGE or skillID == 384_RUNE_KNIGHT:TINDER_BREAKER then
    AtkPer = 0
  end
  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 ShortRangeDamReduc2 = targetUser:GetProperty("ShortRangeDamReduc")
  local A = (AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)
  if A <= 1 then
    return 1
  end
  return A
end

Formula

{
  "id": 206010,
  "Cost": 1,
  "Desc": [
    {
      "id": 206000,
      "params": [
        500
      ]
    }
  ],
  "Icon": "skill_206001",
  "Camps": "Enemy",
  "Level": 10,
  "Logic": "SkillSelfRange",
  "Damage": [
    {
      "type": 20,
      "damChangePer": 5
    }
  ],
  "DescId": "##170509",
  "NameZh": "##170045",
  "DamTime": {
    "type": 1,
    "value": 1
  },
  "DelayCD": 2,
  "Fire_EP": 3,
  "RollType": 1,
  "AttackAct": [
    "use_skill"
  ],
  "Attack_EP": 3,
  "SkillCost": {
    "sp": 42
  },
  "SkillType": "Attack",
  "Target_EP": 3,
  "DamageType": 1,
  "Logic_Param": {
    "range": 2,
    "range_num": 6
  },
  "Launch_Range": 1.5,
  "PreCondition": [
    {
      "type": 2,
      "itemtype": 230
    }
  ]
}