
Crossfire
Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(630%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
Aesir Effects
Skill Levels
• Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(600%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
• Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(570%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
• Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(540%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
• Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(510%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
• Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(480%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
• Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(450%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
• Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(420%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
• Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(390%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
• Channelling skill. Shoots continuously in the specified direction, dealing Phy. DMG equivalent to Phy. ATK*(360%+AGI/30) every 0.5s to enemies in a rectangular area in front. The skill lasts for 3s. Spends 3 bullet. Must have a pistol equipped.
Formula
1function CommonFun.calcDamage_17302(srcUser, targetUser, params, damageParam, logger)
2 local Str = srcUser:GetProperty("Str")
3 local Dex = srcUser:GetProperty("Dex")
4 local Agi = srcUser:GetProperty("Agi")
5 local Luk = srcUser:GetProperty("Luk")
6 local Atk = srcUser:GetProperty("Atk")
7 local AtkPer = srcUser:GetProperty("AtkPer")
8 local DamIncrease = srcUser:GetProperty("DamIncrease")
9 local IgnoreDef = 0
10 local IgnoreDef1 = srcUser:GetProperty("IgnoreDef")
11 local IgnoreDef2 = srcUser:GetProperty("IgnoreEquipDef")
12 if targetUser.boss or targetUser.mini then
13 IgnoreDef = IgnoreDef1
14 else
15 IgnoreDef = IgnoreDef1 + IgnoreDef2
16 end
17 if 1 <= IgnoreDef then
18 IgnoreDef = 1
19 end
20 local Refine = srcUser:GetProperty("Refine")
21 local Def2 = targetUser:GetProperty("Def")
22 local DefPer2 = targetUser:GetProperty("DefPer")
23 local Vit2 = targetUser:GetProperty("Vit")
24 local VitPer2 = targetUser:GetProperty("VitPer")
25 local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
26 local RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
27 local AttrEffect2 = srcUser:GetProperty("AttrEffect")
28 local bits2 = CommonFun.getBits(AttrEffect2)
29 local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
30 local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
31 local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
32 local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
33 local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
34 local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
35 local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
36 local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
37 local BaseAtk = Dex * 2 + math.floor(Dex * Dex / 100) + math.floor(Str / 5) + math.floor(Luk / 5)
38 local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
39 local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
40 local LongRangeDamReduc2 = targetUser:GetProperty("LongRangeDamReduc")
41 local damChangePer = damageParam.damChangePer
42 local Rune = 1
43 local Num1 = srcUser:GetRunePoint(173017_AESIR_PIERCING_SHOT_DMG_6)
44 local Num2 = srcUser:GetRunePoint(173029_AESIR_DESPERADO_DMG_5)
45 local Num4 = srcUser:GetRunePoint(173025_AESIR_PIERCING_SHOT_IGNORES_20_OF_THE_TARGET_S_PHY_DEF)
46 local GemValue_wm1 = srcUser:GetGemValue(173061_DESPERADO_DMG_PERCENTAGE)
47 local GemValue_wm2 = srcUser:GetGemValue(173062_DESPERADO_EACH_POINT_OF_AGI_DMG_PERCENTAGE)
48 local GemDam_wm = 1 + GemValue_wm1 / 100000 + GemValue_wm2 / 100000 * Agi
49 local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
50 if skillID == 2223_STELLAR_HUNTER:CROSSFIRE then
51 local GemValue = srcUser:GetGemValue(173101_CROSSFIRE_DMG_PERCENTAGE)
52 local GemDam = 1 + GemValue / 100000
53 damChangePer = (damChangePer + Agi / 30) * GemDam
54 end
55 local Pistol = 1
56 local RefineLv = srcUser:GetEquipedRefineLv(7_WEAPON)
57 if skillID == 2224_STELLAR_HUNTER:DESPERADO then
58 damChangePer = (damChangePer + Agi / 20) * GemDam_wm
59 Rune = 1 + Num2 * 0.05
60 if srcUser:HasBuffID(45000_GOLD_LUX_PISTOL_:MAX_STACK_0) then
61 Pistol = 1 + RefineLv * 0.01
62 end
63 if srcUser:HasBuffID(45010_GOLD_LUX_PISTOL_AFTER_PERFUSION_:MAX_STACK_0) then
64 Pistol = 1 + RefineLv * 0.02
65 end
66 end
67 if skillID == 2203_STELLAR_HUNTER:PIERCING_SHOT then
68 Rune = 1 + Num1 * 0.06
69 DefReduc = 1 - (1 - DefReduc) * (1 - Num4 * 0.2)
70 end
71 local StateEffect = targetUser:GetProperty("StateEffect")
72 local bits = CommonFun.getBits(StateEffect)
73 if skillID == 2241_STELLAR_HUNTER:CARNAGE_CAPOEIRA then
74 local skilllv_wm = srcUser:GetLernedSkillLevel(2224_STELLAR_HUNTER:DESPERADO)
75 local skilllv_sl = srcUser:GetLernedSkillLevel(2241_STELLAR_HUNTER:CARNAGE_CAPOEIRA)
76 damChangePer = (0.5 * skilllv_wm + 5 + Agi / 20) * (0.3 + skilllv_sl * 0.05) * GemDam_wm
77 Rune = 1 + Num2 * 0.05
78 if bits[CommonFun.StateEffect.Blood] == 1 then
79 damChangePer = damChangePer * 2
80 end
81 if srcUser:HasBuffID(45000_GOLD_LUX_PISTOL_:MAX_STACK_0) then
82 Pistol = 1 + RefineLv * 0.01
83 end
84 if srcUser:HasBuffID(45010_GOLD_LUX_PISTOL_AFTER_PERFUSION_:MAX_STACK_0) then
85 Pistol = 1 + RefineLv * 0.02
86 end
87 end
88 local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - LongRangeDamReduc2) - Vit2 * (1 + VitPer2)) * Rune * Pistol
89 local skilllv = srcUser:GetLernedSkillLevel(2240_STELLAR_HUNTER:CHAIN_ACTION)
90 local DoubleRate = skilllv * 3
91 if srcUser:HasBuffID(90004654_GOLD_LAW_ENFORCER_1_TIER_5_:MAX_STACK_0) then
92 DoubleRate = DoubleRate + 20
93 end
94 if CommonFun.IsInRate(DoubleRate, srcUser:GetRandom()) then
95 if srcUser.isServerCall then
96 srcUser:AddBuff(133660_CHAIN_ACTION_:MAX_STACK_0, srcUser:GetGuid())
97 end
98 return A * 2, CommonFun.DamageType.Crit
99 end
100 if A <= 1 then
101 return 1
102 end
103 return A
104end