
Bowling Bash
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
Skill Levels
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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