
Fire Bolt
Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *1000% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
Skill Levels
• Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *940% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
• Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *880% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
• Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *820% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
• Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *760% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
• Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *700% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
• Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *640% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
• Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *580% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
• Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *520% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
• Gain 1 charge every 5 Auto Attacks, up to a maximum of 5 charges. Deals fire attribute magic damage equal to (Atk + M.Atk) * *460% to the target and enemies within 5 meters. This does not consume an attack action. Upon use, all charges are consumed, and for each charge consumed, the skill is triggered an additional time.
Formula
1function CommonFun.calcDamage_80501(srcUser, targetUser, params, damageParam, logger)
2 local Int = srcUser:GetProperty("Int")
3 local Vit = srcUser:GetProperty("Vit")
4 local Str = srcUser:GetProperty("Str")
5 local Dex = srcUser:GetProperty("Dex")
6 local Luk = srcUser:GetProperty("Luk")
7 local Atk = srcUser:GetProperty("Atk")
8 local AtkPer = srcUser:GetProperty("AtkPer")
9 local MAtk = srcUser:GetProperty("MAtk")
10 local MAtkPer = srcUser:GetProperty("MAtkPer")
11 local MDamIncrease = CommonFun.calcMDamIncrease(srcUser, targetUser)
12 local MDamSpike = srcUser:GetProperty("MDamSpike_MPEN")
13 local IgnoreMDef = srcUser:GetProperty("IgnoreMDef")
14 if 1 <= IgnoreMDef then
15 IgnoreMDef = 1
16 end
17 local Refine = srcUser:GetProperty("Refine")
18 local MRefine = srcUser:GetProperty("MRefine")
19 local RangeDam = srcUser:GetProperty("RangeDam")
20 local srcAtkElement = CommonFun.GetUserAtkAttr(srcUser, targetUser, params, damageParam)
21 local targetDefElement = targetUser:GetProperty("DefAttr")
22 local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
23 local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
24 local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
25 local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
26 local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
27 local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
28 local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
29 local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
30 local MDef2 = targetUser:GetProperty("MDef")
31 local MDefPer2 = targetUser:GetProperty("MDefPer")
32 local Vit2 = targetUser:GetProperty("Vit")
33 local VitPer2 = targetUser:GetProperty("VitPer")
34 local Int2 = targetUser:GetProperty("Int")
35 local IntPer2 = targetUser:GetProperty("IntPer")
36 local MDamReduc2 = CommonFun.calcMDamReDuc(srcUser, targetUser)
37 local RefineMDamReduc = CommonFun.calcRefineMDamReduc(srcUser, targetUser)
38 local damChangePer = damageParam.damChangePer
39 local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
40 local NormalAtk = srcUser:GetProperty("NormalAtk")
41 NormalAtk = NormalAtk + 3 * Int
42 if skillID == 4796_PHANTOM_DANCER:M_ATK then
43 NormalAtk = 0
44 end
45 local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
46 local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam + BaseAtk) * raceparam * bossparam * bossparam2
47 local BaseMAtk = Int + math.floor(Int * Int / 100)
48 local MAtkFinal = ((MAtk - BaseMAtk + NormalAtk) * (1 + MAtkPer) + BaseMAtk) * raceparam * bossparam * bossparam2
49 local MDefReduc = CommonFun.CalcMDef(srcUser, targetUser)
50 if skillID == 4801_PHANTOM_DANCER:M_ATK then
51 local skill_cj = srcUser:GetLernedSkillLevel(4792_PHANTOM_DANCER:BLADE_RESONANCE)
52 damChangePer = skill_cj * 0.08 + 0.2
53 end
54 local A = (MAtkFinal * MDefReduc * (1 - MDamReduc2) + MRefine) * (1 - RefineMDamReduc) * damChangePer * (1 + MDamIncrease) * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)
55 if skillID == 4782_PHANTOM_DANCER:FIRE_BOLT then
56 local GemValue = srcUser:GetGemValue(220101_EACH_STACK_OF_FIRE_BOLT_CHARGE_INCREASES_PERCENTAGE_OF_FIRE_BOLT_DAMAGE)
57 local FireNum = srcUser:GetBuffLayer(140842_FIRE_BOLT_CHARGING_BUILT_IN_:MAX_STACK_0)
58 local GemDam = 1 + GemValue / 100000 * FireNum
59 A = ((AtkFinal + MAtkFinal) * MDefReduc * (1 - MDamReduc2) + (Refine + MRefine)) * (1 - RefineMDamReduc) * damChangePer * (1 + MDamIncrease) * GemDam * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)
60 end
61 local NormalAtkDam = srcUser:GetProperty("NormalAtkDam")
62 local GemValue = srcUser:GetGemValue(220111_THE_HEROIC_SHOT_IS_AFFECTED_BY_AUTO_ATTACK_DMG_INC_WITH_AN_IMPACT_RATIO_OF_PERCENTAGE)
63 local NormalEnd = 1
64 if 0 < GemValue then
65 NormalEnd = 1 + NormalAtkDam * GemValue / 100000
66 end
67 if skillID == 4787_PHANTOM_DANCER:THE_HEROIC_SHOT then
68 A = ((AtkFinal + MAtkFinal) * (1 + MDamSpike) + (Refine + MRefine)) * (1 - RefineMDamReduc) * damChangePer * (1 + MDamIncrease) * NormalEnd * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)
69 end
70 if skillID == 4796_PHANTOM_DANCER:M_ATK then
71 local NormalAtkRes = targetUser:GetProperty("NormalAtkRes")
72 NormalEnd = 1 + NormalAtkDam - NormalAtkRes
73 NormalEnd = math.max(NormalEnd, 0.1)
74 A = (MAtkFinal * MDefReduc * (1 - MDamReduc2) + MRefine) * (1 - RefineMDamReduc) * damChangePer * NormalEnd * (1 + MDamIncrease) * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)
75 if srcUser:HasBuffID(90007034_BELL_EQUIPMENT_INFUSED_WEAPONS_TIER_5_:MAX_STACK_0) then
76 local shandian = srcUser:GetBuffLayer(140841_FIRE_BOLT_CHARGING_:MAX_STACK_0)
77 A = A * (1 + 0.1 * shandian)
78 end
79 end
80 if A <= 1 then
81 return 1
82 end
83 return A
84end