
Ambush
Deal Dmg equal to 420% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Skill Levels
• Deal Dmg equal to 390% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
• Deal Dmg equal to 360% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
• Deal Dmg equal to 330% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
• Deal Dmg equal to 300% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
• Deal Dmg equal to 270% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
• Deal Dmg equal to 240% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
• Deal Dmg equal to 210% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
• Deal Dmg equal to 180% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
• Deal Dmg equal to 150% Atk to a single enemy; if the skill is released in hiding states, it deals more 100% Dmg and stuns the target for 3 seconds; Katar or daggers must be equipped to release this skill
Formula
1function CommonFun.calcDamage_3101(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 Hiding = srcUser:GetProperty("Hiding")
21 local AttrEffect = srcUser:GetProperty("AttrEffect")
22 local bits = CommonFun.getBits(AttrEffect)
23 local AttrEffect2 = srcUser:GetProperty("AttrEffect")
24 local bits2 = CommonFun.getBits(AttrEffect2)
25 local Def2 = targetUser:GetProperty("Def")
26 local DefPer2 = targetUser:GetProperty("DefPer")
27 local Vit2 = targetUser:GetProperty("Vit")
28 local VitPer2 = targetUser:GetProperty("VitPer")
29 local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
30 local RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
31 local damChangePer = damageParam.damChangePer
32 local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
33 local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
34 local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
35 local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
36 local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
37 local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
38 local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
39 local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
40 local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
41 local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
42 local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
43 local ShortRangeDamReduc2 = targetUser:GetProperty("ShortRangeDamReduc")
44 local A = (AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)
45 if A <= 1 then
46 return 1
47 end
48 local Num1 = srcUser:GetRunePoint(31001_AESIR_AMBUSH_DMG_5_IN_HIDING_STATUS)
49 local Num2 = srcUser:GetRunePoint(31002_AESIR_AMBUSH_DMG_10_IN_HIDING_STATUS)
50 local Num3 = srcUser:GetRunePoint(31003)
51 local Num4 = srcUser:GetRunePoint(31004)
52 local Num5 = srcUser:GetRunePoint(31005)
53 local RuneDamage = Num1 * 0.05 + Num2 * 0.1 + Num3 * 0.05 + Num4 * 0.05 + Num5 * 0.05 + 1
54 local Num6 = srcUser:GetRunePoint(90120_AESIR_DAMAGE_OF_THE_AMBUSH_IN_HIDING_STATES_10)
55 local RuneDamage2 = 0.1 * Num6 + 1
56 if Hiding == 1 or bits[CommonFun.AttrEffect.HideStrengthEffect] == 1 then
57 if bits2[CommonFun.AttrEffect.Hualiduanjian] == 1 then
58 return A * 2 * 1.5 * RuneDamage * RuneDamage2
59 else
60 return A * 2 * RuneDamage * RuneDamage2
61 end
62 elseif bits2[CommonFun.AttrEffect.Hualiduanjian] == 1 then
63 return A * 1.5
64 end
65 return A
66end