Demonic Fire

Demonic Fire

Lv 10AttackMagic

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

CD: 2 sec
Range: 6

Skill Levels

Lvl: 9
Attack
Magic
CD: 2 sec
Skill Delay: 1.5 sec
SP: 26
Range: 6

• 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

Lvl: 8
Attack
Magic
CD: 2 sec
Skill Delay: 1.5 sec
SP: 24
Range: 6

• 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

Lvl: 7
Attack
Magic
CD: 2 sec
Skill Delay: 1.5 sec
SP: 22
Range: 6

• 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

Lvl: 6
Attack
Magic
CD: 2 sec
Skill Delay: 1.5 sec
SP: 20
Range: 6

• 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

Lvl: 5
Attack
Magic
CD: 2 sec
Skill Delay: 1.5 sec
SP: 18
Range: 6

• 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

Lvl: 4
Attack
Magic
CD: 2 sec
Skill Delay: 1.5 sec
SP: 16
Range: 6

• 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

Lvl: 3
Attack
Magic
CD: 2 sec
Skill Delay: 1.5 sec
SP: 14
Range: 6

• 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

Lvl: 2
Attack
Magic
CD: 2 sec
Skill Delay: 1.5 sec
SP: 12
Range: 6

• 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

Lvl: 1
Attack
Magic
CD: 2 sec
Skill Delay: 1.5 sec
SP: 10
Range: 6

• 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
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