
Double Strafe
Fires 2 arrows that deal double (Atk190%) Dmg to an enemy. Bow type weapons are required
Skill Levels
• Fires 2 arrows that deal double (Atk180%) Dmg to an enemy. Bow type weapons are required
• Fires 2 arrows that deal double (Atk170%) Dmg to an enemy. Bow type weapons are required
• Fires 2 arrows that deal double (Atk160%) Dmg to an enemy. Bow type weapons are required
• Fires 2 arrows that deal double (Atk150%) Dmg to an enemy. Bow type weapons are required
• Fires 2 arrows that deal double (Atk140%) Dmg to an enemy. Bow type weapons are required
• Fires 2 arrows that deal double (Atk130%) Dmg to an enemy. Bow type weapons are required
• Fires 2 arrows that deal double (Atk120%) Dmg to an enemy. Bow type weapons are required
• Fires 2 arrows that deal double (Atk110%) Dmg to an enemy. Bow type weapons are required
• Fires 2 arrows that deal double (Atk100%) Dmg to an enemy. Bow type weapons are required
Formula
1function CommonFun.calcDamage_4101(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 = srcUser: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 damChangePer1 = damageParam.damChangePer1
31 local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
32 local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
33 local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
34 local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
35 local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
36 local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
37 local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
38 local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
39 local BaseAtk = Dex * 2 + math.floor(Dex * Dex / 100) + math.floor(Str / 5) + math.floor(Luk / 5)
40 local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
41 local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
42 local BaseLvDamage = 0
43 local IBaseLv = srcUser.BaseLv
44 if srcUser:HasBuffID(42130_FREE_ARCHER_:MAX_STACK_0) then
45 BaseLvDamage = IBaseLv * 15
46 end
47 local targetid = targetUser:GetGuid()
48 local distance = srcUser:GetDistance(targetid)
49 local skilllv_1 = srcUser:GetLernedSkillLevel(133_KNIGHT:VULTURE_S_EYE)
50 local DisDam = 1
51 if 10 < skilllv_1 then
52 DisDam = 1 + distance / 7.5 * (skilllv_1 - 10) * 0.1
53 if srcUser:HasBuffID(131080_UNLIMITED_STARS_:MAX_STACK_0) then
54 DisDam = 1 + (skilllv_1 - 10) * 0.1
55 end
56 DisDam = math.min(DisDam, 2)
57 end
58 local profressionID = srcUser:GetProfressionID()
59 if srcUser:HasBuffID(56712_11925_:MAX_STACK_0) and (profressionID == 42_HUNTER or profressionID == 43_SNIPER or profressionID == 44_RANGER or profressionID == 45_STELLAR_HUNTER or profressionID == 715_FENRIR) then
60 DisDam = DisDam + distance / 7.5 * 0.1
61 end
62 local A = (((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 + DamIncrease - LongRangeDamReduc2) + damChangePer1) * (1 - RefineDamReduc) - Vit2 * (1 + VitPer2)) * DisDam + BaseLvDamage
63 if A <= 1 then
64 return 1
65 end
66 if bits[CommonFun.AttrEffect.ErLianDam] == 1 then
67 return A * 1.5
68 end
69 return A
70end