Bowling Bash

Bowling Bash

Lv 20AttackPhysical

Cause enemies within range to collide into one another, dealing (810% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Range: 1.5

Skill Levels

Lvl: 19
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (770% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Lvl: 18
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (730% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Lvl: 17
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (690% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Lvl: 16
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (650% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Lvl: 15
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (610% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Lvl: 14
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (570% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Lvl: 13
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (530% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Lvl: 12
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (490% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Lvl: 11
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (450% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 30% Dmg

Lvl: 10
Attack
Physical
Skill Delay: 1.5 sec
SP: 22
Range: 1.5

• Cause enemies within range to collide into one another, dealing (410% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Lvl: 9
Attack
Physical
Skill Delay: 1.5 sec
SP: 21
Range: 1.5

• Cause enemies within range to collide into one another, dealing (370% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Lvl: 8
Attack
Physical
Skill Delay: 1.5 sec
SP: 20
Range: 1.5

• Cause enemies within range to collide into one another, dealing (330% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Lvl: 7
Attack
Physical
Skill Delay: 1.5 sec
SP: 19
Range: 1.5

• Cause enemies within range to collide into one another, dealing (290% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Lvl: 6
Attack
Physical
Skill Delay: 1.5 sec
SP: 18
Range: 1.5

• Cause enemies within range to collide into one another, dealing (250% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Lvl: 5
Attack
Physical
Skill Delay: 1.5 sec
SP: 17
Range: 1.5

• Cause enemies within range to collide into one another, dealing (210% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Lvl: 4
Attack
Physical
Skill Delay: 1.5 sec
SP: 16
Range: 1.5

• Cause enemies within range to collide into one another, dealing (170% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Lvl: 3
Attack
Physical
Skill Delay: 1.5 sec
SP: 15
Range: 1.5

• Cause enemies within range to collide into one another, dealing (130% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Lvl: 2
Attack
Physical
Skill Delay: 1.5 sec
SP: 14
Range: 1.5

• Cause enemies within range to collide into one another, dealing (90% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Lvl: 1
Attack
Physical
Skill Delay: 1.5 sec
SP: 13
Range: 1.5

• Cause enemies within range to collide into one another, dealing (50% of Atk) Dmg. The more the enemy units in the range, the higher the damage. Each enemy unit increases 10% Dmg

Formula

1function CommonFun.calcDamage_1202(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 skilllv_1 = srcUser:GetLernedSkillLevel(damageParam.skill1_id)
21  local AttrEffect = srcUser:GetProperty("AttrEffect")
22  local bits = CommonFun.getBits(AttrEffect)
23  local Def2 = targetUser:GetProperty("Def")
24  local DefPer2 = targetUser:GetProperty("DefPer")
25  local Vit2 = targetUser:GetProperty("Vit")
26  local VitPer2 = targetUser:GetProperty("VitPer")
27  local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
28  local RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
29  local HumanRes = targetUser:GetProperty("DemiHumanResPer")
30  local count = params.hitedCount
31  local damChangePer = damageParam.damChangePer
32  local damChangePer1 = damageParam.damChangePer1
33  local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
34  local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
35  local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
36  local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
37  local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
38  local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
39  local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
40  local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
41  local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
42  local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
43  local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
44  local ShortRangeDamReduc2 = targetUser:GetProperty("ShortRangeDamReduc")
45  local countDam = 0.1
46  if 10 < skilllv_1 then
47    countDam = 0.3
48  end
49  local A = (AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * (damChangePer + countDam * count) * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)
50  local B = 0
51  local Buff = targetUser:HasBuffID(80000240_THARA_FROG_CARD_DEPOSITE_:MAX_STACK_0)
52  local Weapon = srcUser:GetEquipedID(7_WEAPON)
53  if Buff == true then
54    B = HumanRes * 100 * 20
55  end
56  if A - B <= 1 then
57    return 1
58  end
59  local guaiwuhujiM = 1
60  if CommonFun.Shape.M == targetUser.shape and srcUser:HasBuffID(90001163_NAGAN_TIER_4_:MAX_STACK_0) then
61    guaiwuhujiM = 1.1
62  end
63  if CommonFun.Shape.M == targetUser.shape and (Weapon == 40359_BLADE_OF_FRENZY_1_BLADE_OF_FRENZY_1 or Weapon == 140359_BLADE_OF_RAGE_2_BLADE_OF_RAGE_2) then
64    guaiwuhujiM = 1.1
65  end
66  if bits[CommonFun.AttrEffect.GuaiWuHuJiDam] == 1 and 10 <= skilllv_1 then
67    return (A - B) * 1.3 * guaiwuhujiM
68  elseif (Weapon == 40308_NAGAN_1 or Weapon == 140308_NAGAN_2) and 10 <= skilllv_1 then
69    return (A - B) * 2 * guaiwuhujiM
70  elseif (Weapon == 40359_BLADE_OF_FRENZY_1_BLADE_OF_FRENZY_1 or Weapon == 140359_BLADE_OF_RAGE_2_BLADE_OF_RAGE_2) and 10 <= skilllv_1 then
71    return (A - B) * 2 * guaiwuhujiM
72  end
73  return (A - B) * guaiwuhujiM
74end
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