Double Strafe

Double Strafe

Lv 10AttackPhysical

Fires 2 arrows that deal double (Atk190%) Dmg to an enemy. Bow type weapons are required

Range: 5

Skill Levels

Lvl: 9
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 5

• Fires 2 arrows that deal double (Atk180%) Dmg to an enemy. Bow type weapons are required

Lvl: 8
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 5

• Fires 2 arrows that deal double (Atk170%) Dmg to an enemy. Bow type weapons are required

Lvl: 7
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 5

• Fires 2 arrows that deal double (Atk160%) Dmg to an enemy. Bow type weapons are required

Lvl: 6
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 5

• Fires 2 arrows that deal double (Atk150%) Dmg to an enemy. Bow type weapons are required

Lvl: 5
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 5

• Fires 2 arrows that deal double (Atk140%) Dmg to an enemy. Bow type weapons are required

Lvl: 4
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 5

• Fires 2 arrows that deal double (Atk130%) Dmg to an enemy. Bow type weapons are required

Lvl: 3
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 5

• Fires 2 arrows that deal double (Atk120%) Dmg to an enemy. Bow type weapons are required

Lvl: 2
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 5

• Fires 2 arrows that deal double (Atk110%) Dmg to an enemy. Bow type weapons are required

Lvl: 1
Attack
Physical
Skill Delay: 1 sec
SP: 15
Range: 5

• 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
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