
Demonic Fire
Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 560% Atk damage with a 30% chance to Burn. The sea of fire lasts 40s. Up to 3 can be created
Skill Levels
• Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 520% Atk damage with a 27% chance to Burn. The sea of fire lasts 40s. Up to 2 can be created
• Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 480% Atk damage with a 24% chance to Burn. The sea of fire lasts 40s. Up to 2 can be created
• Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 440% Atk damage with a 21% chance to Burn. The sea of fire lasts 40s. Up to 2 can be created
• Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 400% Atk damage with a 18% chance to Burn. The sea of fire lasts 40s. Up to 2 can be created
• Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 360% Atk damage with a 15% chance to Burn. The sea of fire lasts 40s. Up to 1 can be created
• Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 320% Atk damage with a 12% chance to Burn. The sea of fire lasts 40s. Up to 1 can be created
• Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 280% Atk damage with a 9% chance to Burn. The sea of fire lasts 40s. Up to 1 can be created
• Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 240% Atk damage with a 6% chance to Burn. The sea of fire lasts 40s. Up to 1 can be created
• Throw Bottle Grenade to turn an area into a sea of fire. Enemies within the area take 200% Atk damage with a 3% chance to Burn. The sea of fire lasts 40s. Up to 1 can be created
Formula
1function CommonFun.calcDamage_13401(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 MAtk = srcUser:GetProperty("MAtk")
8 local MAtkPer = srcUser:GetProperty("MAtkPer")
9 local DamIncrease = srcUser:GetProperty("DamIncrease")
10 local IgnoreDef = 0
11 local IgnoreDef1 = srcUser:GetProperty("IgnoreDef")
12 local IgnoreDef2 = srcUser:GetProperty("IgnoreEquipDef")
13 if targetUser.boss or targetUser.mini then
14 IgnoreDef = IgnoreDef1
15 else
16 IgnoreDef = IgnoreDef1 + IgnoreDef2
17 end
18 if 1 <= IgnoreDef then
19 IgnoreDef = 1
20 end
21 local MRefine = srcUser:GetProperty("MRefine")
22 local Refine = srcUser:GetProperty("Refine")
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 MDamReduc2 = CommonFun.calcMDamReDuc(srcUser, targetUser)
29 local RefineMDamReduc = CommonFun.calcRefineMDamReduc(srcUser, targetUser)
30 local MDamIncrease = CommonFun.calcMDamIncrease(srcUser, targetUser)
31 local damChangePer = damageParam.damChangePer
32 local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
33 local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
34 local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
35 local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
36 local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
37 local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
38 local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
39 local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
40 local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
41 local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
42 local MDefReduc = CommonFun.CalcMDef(srcUser, targetUser)
43 local GemValue = srcUser:GetGemValue(132081_DEMONIC_FIRE_DMG_PERCENTAGE)
44 local GemDam = 1 + GemValue / 100000
45 local A = ((AtkFinal * MDefReduc * (1 - MDamReduc2) + Refine) * damChangePer * (1 - RefineMDamReduc) * (1 + MDamIncrease) - Vit2 * (1 + VitPer2)) * GemDam
46 if A <= 1 then
47 return 1
48 end
49 return A
50end