
Deadly Snipe
Aims at an enemy and shoots it from a great distance, dealing Dmg equivalent to 760% Atk. This skill can Crit, the Crit chance of this skill is (Own Crit - target’s Crit Res.)/3, Crit.Dmg is (Crit Bonus - target’s Crit. Dmg Reduc.). This skill must be channeled for 0.4 and requires a Bow weapon.
Skill Levels
• Aims at an enemy and shoots it from a great distance, dealing Dmg equivalent to 720% Atk. This skill can Crit, the Crit chance of this skill is (Own Crit - target’s Crit Res.)/3, Crit.Dmg is (Crit Bonus - target’s Crit. Dmg Reduc.). This skill must be channeled for 0.6 and requires a Bow weapon.
• Aims at an enemy and shoots it from a great distance, dealing Dmg equivalent to 680% Atk. This skill can Crit, the Crit chance of this skill is (Own Crit - target’s Crit Res.)/3, Crit.Dmg is (Crit Bonus - target’s Crit. Dmg Reduc.). This skill must be channeled for 0.8 and requires a Bow weapon.
• Aims at an enemy and shoot it from a great distance, dealing Atk 640% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
• Aims at an enemy and shoot it from a great distance, dealing Atk 600% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
• Aims at an enemy and shoot it from a great distance, dealing Atk 560% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
• Aims at an enemy and shoot it from a great distance, dealing Atk 520% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
• Aims at an enemy and shoot it from a great distance, dealing Atk 480% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
• Aims at an enemy and shoot it from a great distance, dealing Atk 440% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
• Aims at an enemy and shoot it from a great distance, dealing Atk 400% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
• Aims at an enemy and shoot it from a great distance, dealing Atk 360% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
• Aims at an enemy and shoot it from a great distance, dealing Atk 320% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
• Aims at an enemy and shoot it from a great distance, dealing Atk 280% damage. The crit. chance of this skill is (Critical. - target’s Crit.Res)/3, Crit.Dmg is (Crit. bonus - target’s Crit.Dmg Reduc.). This skills must be channeled for 1s and requires a bow class weapon
Formula
1function CommonFun.calcDamage_4401(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 AttrEffect = targetUser:GetProperty("AttrEffect")
21 local bits = CommonFun.getBits(AttrEffect)
22 local Def2 = targetUser:GetProperty("Def")
23 local DefPer2 = targetUser:GetProperty("DefPer")
24 local Vit2 = targetUser:GetProperty("Vit")
25 local VitPer2 = targetUser:GetProperty("VitPer")
26 local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
27 local LongRangeDamReduc2 = targetUser:GetProperty("LongRangeDamReduc")
28 local RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
29 local damChangePer = damageParam.damChangePer
30 local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
31 local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
32 local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
33 local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
34 local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
35 local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
36 local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
37 local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
38 local BaseAtk = Dex * 2 + math.floor(Dex * Dex / 100) + math.floor(Str / 5) + math.floor(Luk / 5)
39 local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
40 local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
41 local hunter = 0
42 local Forest = 1
43 local Ring7 = srcUser:GetEquipedID(7_WEAPON)
44 local RefineLv7 = srcUser:GetEquipedRefineLv(7_WEAPON)
45 if (Ring7 == 41246 or Ring7 == 141246) and 8 < RefineLv7 then
46 hunter = hunter + (RefineLv7 - 8) * 0.1
47 end
48 if srcUser:HasBuffID(91000430_FOREST_HUNTER_WHITE_WINGED_BOOTS_:MAX_STACK_0) then
49 hunter = hunter + 0.5
50 end
51 if (Ring7 == 41246 or Ring7 == 141246) and 15 <= RefineLv7 then
52 Forest = Forest + 0.1
53 end
54 if srcUser:HasBuffID(42330_WHITE_WINGED_ARMOR_:MAX_STACK_0) then
55 Forest = Forest + 0.15
56 end
57 if srcUser:HasBuffID(42330_WHITE_WINGED_ARMOR_:MAX_STACK_0) and srcUser:HasBuffID(90002083_WHITE_WINGED_BOOTS_TIER_4_:MAX_STACK_0) then
58 Forest = Forest + 0.15
59 end
60 local Num = srcUser:GetRunePoint(44050_AESIR_DEADLY_SNIPE_DAMAGE_5)
61 local Num2 = srcUser:GetRunePoint(44060_AESIR_DEADLY_SNIPE_FINAL_CRITICAL_CHANCE)
62 local RuneDamage = 1 + Num * 0.05
63 local Num3 = 0
64 local RefineLv3 = srcUser:GetEquipedRefineLv(3)
65 if srcUser:HasBuffID(42350_SNIPER_S_MANTEAU_:MAX_STACK_0) and 10 <= RefineLv3 then
66 Num3 = Num3 + 5
67 end
68 local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
69 local meteor = 1
70 if skillID == 4001_SAGE:METEOR_PULSE then
71 local deadshoot = srcUser:GetLernedSkillLevel(1245_ASSASSIN:DEADLY_SNIPE)
72 damChangePer = deadshoot * 0.4 + 2.4
73 local skilllv_1 = srcUser:GetLernedSkillLevel(4001_SAGE:METEOR_PULSE)
74 local skilllv_2 = srcUser:GetLernedSkillLevel(4020_SAGE:METEOR_PULSE_ENHANCE)
75 meteor = (1 + skilllv_1 * 0.05) * (1 + skilllv_2 * 0.05)
76 end
77 local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * (damChangePer + hunter) * (1 + DamIncrease - LongRangeDamReduc2) * (1 - RefineDamReduc) - Vit2 * (1 + VitPer2)) * Forest * RuneDamage * meteor
78 local Cri = srcUser:GetProperty("Cri")
79 local CriRes2 = targetUser:GetProperty("CriRes")
80 local CriDamPer = srcUser:GetProperty("CriDamPer")
81 local CriDefPer2 = targetUser:GetProperty("CriDefPer")
82 local GemValue1 = srcUser:GetGemValue(41091_DEADLY_SNIPE_CRIT_PERCENTAGE)
83 local GemValue2 = srcUser:GetGemValue(41092_DEADLY_SNIPE_CRIT_DMG_PERCENTAGE)
84 local Rate = (Cri + GemValue1 / 1000 - CriRes2) / 3 + Num2 * 3 + Num3
85 if CommonFun.IsInRate(Rate, srcUser:GetRandom()) then
86 A = ((AtkFinal * (1 - DamReduc2) + Refine) * (damChangePer + hunter) * (1 + DamIncrease - LongRangeDamReduc2) * (1 - RefineDamReduc) - Vit2 * (1 + VitPer2)) * Forest * RuneDamage * meteor
87 return A * (1.5 + CriDamPer - CriDefPer2 + GemValue2 / 100000), CommonFun.DamageType.Crit
88 end
89 if A <= 1 then
90 return 1
91 end
92 return A
93end