
Clear Sky Whirlpool
Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 1080%. The vortex lasts for 5 seconds.
Skill Levels
• Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 1020%. The vortex lasts for 5 seconds.
• Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 960%. The vortex lasts for 5 seconds.
• Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 900%. The vortex lasts for 5 seconds.
• Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 840%. The vortex lasts for 5 seconds.
• Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 780%. The vortex lasts for 5 seconds.
• Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 720%. The vortex lasts for 5 seconds.
• Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 660%. The vortex lasts for 5 seconds.
• Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 600%. The vortex lasts for 5 seconds.
• Summon a constantly rotating ocean vortex on the ground. The vortex will continuously tow nearby enemies and deal water attribute magic damage equal to (Atk + M.Atk) * 540%. The vortex lasts for 5 seconds.
Formula
1function CommonFun.calcDamage_15401(srcUser, targetUser, params, damageParam, logger)
2 local Int = srcUser:GetProperty("Int")
3 local Vit = srcUser:GetProperty("Vit")
4 local MAtk = srcUser:GetProperty("MAtk")
5 local MAtkPer = srcUser:GetProperty("MAtkPer")
6 local MDamIncrease = CommonFun.calcMDamIncrease(srcUser, targetUser)
7 local IgnoreMDef = srcUser:GetProperty("IgnoreMDef")
8 if 1 <= IgnoreMDef then
9 IgnoreMDef = 1
10 end
11 local Str = srcUser:GetProperty("Str")
12 local Dex = srcUser:GetProperty("Dex")
13 local Luk = srcUser:GetProperty("Luk")
14 local Atk = srcUser:GetProperty("Atk")
15 local AtkPer = srcUser:GetProperty("AtkPer")
16 local BaseAtk = Dex * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
17 local AtkFinal = (Atk - BaseAtk) * (1 + AtkPer) + BaseAtk
18 local MRefine = srcUser:GetProperty("MRefine")
19 local srcAtkElement = CommonFun.GetUserAtkAttr(srcUser, targetUser, params, damageParam)
20 local targetDefElement = targetUser:GetProperty("DefAttr")
21 local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
22 local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
23 local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
24 local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
25 local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
26 local MDef2 = targetUser:GetProperty("MDef")
27 local MDefPer2 = targetUser:GetProperty("MDefPer")
28 local Vit2 = targetUser:GetProperty("Vit")
29 local VitPer2 = targetUser:GetProperty("VitPer")
30 local Int2 = targetUser:GetProperty("Int")
31 local IntPer2 = targetUser:GetProperty("IntPer")
32 local MDamReduc2 = CommonFun.calcMDamReDuc(srcUser, targetUser)
33 local RefineMDamReduc = CommonFun.calcRefineMDamReduc(srcUser, targetUser)
34 local damChangePer = damageParam.damChangePer
35 local BaseMAtk = Int + math.floor(Int * Int / 100)
36 local MAtkFinal = ((MAtk - BaseMAtk) * (1 + MAtkPer) + BaseMAtk + AtkFinal) * raceparam * bossparam * bossparam2
37 local MDefReduc = CommonFun.CalcMDef(srcUser, targetUser)
38 local skilllv = srcUser:GetLernedSkillLevel(4121_PROFESSOR:CLEAR_SKY_WHIRLPOOL_ENHANCE)
39 local Num = targetUser:GetBuffLayer(131650_BIG_WHIRLPOOL_DMG_INCREASE_:MAX_STACK_5)
40 local Ratio = 1 + skilllv * 0.03 * Num
41 local A = ((MAtkFinal * MDefReduc * (1 - MDamReduc2) + MRefine) * damChangePer * (1 - RefineMDamReduc) * (1 + MDamIncrease) * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)) * Ratio
42 if A <= 1 then
43 return 1
44 end
45 return A
46end