Aesir
• Little Savior's ATK bonus increases by 3%, Auto Attack increases by
Formula
function CommonFun.calcDamage_16101(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 Num1 = srcUser:GetRunePoint(213011_AESIR_LITTLE_SAVIOR_S_ATK_BONUS_INCREASES_BY_3_AUTO_ATTACK_INCREASES_BY)
local Num2 = srcUser:GetRunePoint(11023)
local Num3 = srcUser:GetRunePoint(11024)
local Num4 = srcUser:GetRunePoint(12004)
local Num5 = srcUser:GetRunePoint(12011)
local RuneDamage = (Num1 + Num2 + Num3 + Num4 + Num5) * 0.03
local AtkPer1 = srcUser:GetProperty("AtkPer")
local AtkPer = AtkPer1 + RuneDamage
local NormalAtk = srcUser:GetProperty("NormalAtk")
NormalAtk = NormalAtk + 5 * Str
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 Agi = srcUser:GetProperty("Agi")
local WeaponType = srcUser:GetEquipedWeaponType()
local skilllv_1 = srcUser:GetLernedSkillLevel(1701_BLADE_SOUL:FIRE_SWORD)
local Refine = srcUser:GetProperty("Refine")
local StateEffect = targetUser:GetProperty("StateEffect")
local bits = CommonFun.getBits(StateEffect)
local Weapon = srcUser:GetEquipedID(7_WEAPON)
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 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 + NormalAtk - 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) * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)
if bits[CommonFun.StateEffect.Dizzy] == 1 and (Weapon == 40322_MURAMASA_1 or Weapon == 140322_MURAMASA_2) then
return A * 1.5
end
if A <= 1 then
return 1
end
return A
end
Formula
{
"CD": 10,
"id": 1836001,
"Cost": 0,
"Desc": [
{
"id": 10000,
"params": [
100
]
}
],
"Icon": "skill_10000",
"Camps": "Enemy",
"Level": 1,
"Logic": "SkillLockedTarget",
"Damage": [
{
"type": 16101,
"skill1_id": 179
}
],
"DescId": "##170630",
"DamTime": {
"type": 1,
"value": 1
},
"Fire_EP": 3,
"RollType": 1,
"AttackAct": [
"attack"
],
"Attack_EP": 2,
"SkillType": "Attack",
"Target_EP": 3,
"Launch_Type": 1,
"Launch_Range": 1.5
}