Abyss’ Arrival

Abyss’ Arrival

Lv 5AttackPhysical

Summon a magic sword from the sky which sticks into the ground and forms a magic array with a radius of 5m, dealing Dark P.DMG equal to P.ATK*840% per sec to all enemies within it, and reducing their P.ATK and M.ATK by 2500. The magic array lasts 20s. Only 1 can exist at a time (the skill doesn't increase Frenzy). Runemaster can choose whether to convert their ATK type to Dark.

CD: 4 sec
Range: 5
Cast: 4

Skill Levels

Lvl: 4
Attack
Physical
CD: 4 sec
Skill Delay: 2 sec
SP: 48
Range: 5
Cast Time: 4

• Summon a magic sword from the sky which sticks into the ground and forms a magic array with a radius of 5m, dealing Dark P.DMG equal to P.ATK*720% per sec to all enemies within it, and reducing their P.ATK and M.ATK by 2000. The magic array lasts 20s. Only 1 can exist at a time (the skill doesn't increase Frenzy). Runemaster can choose whether to convert their ATK type to Dark.

Lvl: 3
Attack
Physical
CD: 4 sec
Skill Delay: 2 sec
SP: 46
Range: 5
Cast Time: 4

• Summon a magic sword from the sky which sticks into the ground and forms a magic array with a radius of 5m, dealing Dark P.DMG equal to P.ATK*600% per sec to all enemies within it, and reducing their P.ATK and M.ATK by 1500. The magic array lasts 20s. Only 1 can exist at a time (the skill doesn't increase Frenzy). Runemaster can choose whether to convert their ATK type to Dark.

Lvl: 2
Attack
Physical
CD: 4 sec
Skill Delay: 2 sec
SP: 44
Range: 5
Cast Time: 4

• Summon a magic sword from the sky which sticks into the ground and forms a magic array with a radius of 5m, dealing Dark P.DMG equal to P.ATK*480% per sec to all enemies within it, and reducing their P.ATK and M.ATK by 1000. The magic array lasts 20s. Only 1 can exist at a time (the skill doesn't increase Frenzy). Runemaster can choose whether to convert their ATK type to Dark.

Lvl: 1
Attack
Physical
CD: 4 sec
Skill Delay: 2 sec
SP: 42
Range: 5
Cast Time: 4

• Summon a magic sword from the sky which sticks into the ground and forms a magic array with a radius of 5m, dealing Dark P.DMG equal to P.ATK*360% per sec to all enemies within it, and reducing their P.ATK and M.ATK by 500. The magic array lasts 20s. Only 1 can exist at a time (the skill doesn't increase Frenzy). Runemaster can choose whether to convert their ATK type to Dark.

Formula

1function CommonFun.calcDamage_1501(srcUser, targetUser, params, damageParam, logger)
2  local Str = srcUser:GetProperty("Str")
3  local Dex = srcUser:GetProperty("Dex")
4  local Luk = srcUser:GetProperty("Luk")
5  local Atk = srcUser:GetProperty("Atk")
6  local AtkPer = srcUser:GetProperty("AtkPer")
7  local DamIncrease = srcUser:GetProperty("DamIncrease")
8  local IgnoreDef = 0
9  local IgnoreDef1 = srcUser:GetProperty("IgnoreDef")
10  local IgnoreDef2 = srcUser:GetProperty("IgnoreEquipDef")
11  if targetUser.boss or targetUser.mini then
12    IgnoreDef = IgnoreDef1
13  else
14    IgnoreDef = IgnoreDef1 + IgnoreDef2
15  end
16  if 1 <= IgnoreDef then
17    IgnoreDef = 1
18  end
19  local Refine = srcUser:GetProperty("Refine")
20  local Def2 = targetUser:GetProperty("Def")
21  local DefPer2 = targetUser:GetProperty("DefPer")
22  local Vit2 = targetUser:GetProperty("Vit")
23  local VitPer2 = targetUser:GetProperty("VitPer")
24  local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
25  local RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
26  local damChangePer = damageParam.damChangePer
27  local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
28  local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
29  local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
30  local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
31  local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
32  local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
33  local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
34  local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
35  local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
36  local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
37  local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
38  local ShortRangeDamReduc2 = targetUser:GetProperty("ShortRangeDamReduc")
39  local A = (AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)
40  if A <= 1 then
41    return 1
42  end
43  return A
44end
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