Flowing Shadow Heart

Flowing Shadow Heart

Lv 10LeadSkillPhysical

Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x250% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

CD: 2 sec
Range: 5

Skill Levels

Lvl: 9
LeadSkill
Physical
CD: 2 sec
Skill Delay: 1 sec
Range: 5

• Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x240% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

Lvl: 8
LeadSkill
Physical
CD: 2 sec
Skill Delay: 1 sec
Range: 5

• Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x230% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

Lvl: 7
LeadSkill
Physical
CD: 2 sec
Skill Delay: 1 sec
Range: 5

• Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x220% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

Lvl: 6
LeadSkill
Physical
CD: 2 sec
Skill Delay: 1 sec
Range: 5

• Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x210% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

Lvl: 5
LeadSkill
Physical
CD: 2 sec
Skill Delay: 1 sec
Range: 5

• Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x200% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

Lvl: 4
LeadSkill
Physical
CD: 2 sec
Skill Delay: 1 sec
Range: 5

• Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x190% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

Lvl: 3
LeadSkill
Physical
CD: 2 sec
Skill Delay: 1 sec
Range: 5

• Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x180% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

Lvl: 2
LeadSkill
Physical
CD: 2 sec
Skill Delay: 1 sec
Range: 5

• Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x170% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

Lvl: 1
LeadSkill
Physical
CD: 2 sec
Skill Delay: 1 sec
Range: 5

• Facilitation skill. Slash forward quickly for 2 sec, inflicting Phy. DMG equal to [Flowing Blade Phase 1] x160% on all enemy units in front per 0.2 sec. The enemy at the end of the slash will received doubled DMG. Must equip a sword to cast. The damage is affected by Auto Attack DMG Inc. and Skill DMG Inc..

Formula

1function CommonFun.calcDamage_16301(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 NormalAtk = srcUser:GetProperty("NormalAtk")
8  NormalAtk = NormalAtk + 5 * Str
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 Refine = srcUser:GetProperty("Refine")
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 RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
28  local AttrEffect2 = srcUser:GetProperty("AttrEffect")
29  local bits2 = CommonFun.getBits(AttrEffect2)
30  local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
31  local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
32  local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
33  local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
34  local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
35  local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
36  local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
37  local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
38  local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
39  local AtkFinal = ((Atk - BaseAtk + NormalAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
40  local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
41  local ShortRangeDamReduc2 = targetUser:GetProperty("ShortRangeDamReduc")
42  local damChangePer = damageParam.damChangePer
43  local Agi = srcUser:GetProperty("Agi")
44  local AgiRune = srcUser:GetRunePoint(163012_AESIR_FOR_EVERY_10_POINTS_OF_AGI_AUTO_ATTACK_DMG_0_4)
45  local AgiDam = 1 + math.floor(Agi / 10) * AgiRune * 0.004
46  local Famous = 1
47  local RefineLv7 = srcUser:GetEquipedRefineLv(7_WEAPON)
48  if srcUser:HasBuffID(44360_RENOWNED_BLADE_MURAMASA_:MAX_STACK_0) then
49    Famous = Famous * (RefineLv7 * 0.01 + 1)
50  end
51  if srcUser:HasBuffID(44370_MONSTER_KNIFE_MURAMASA_:MAX_STACK_0) then
52    Famous = Famous * (RefineLv7 * 0.03 + 1)
53  end
54  local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)) * AgiDam * Famous
55  local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
56  if skillID == 2013_SNIPER:FLOWING_BLADE_IV then
57    local Rune = srcUser:GetRunePoint(163021_AESIR_AUTO_ATTACK_FINAL_STYLE_FLOWING_BLADE_IV_DMG_5)
58    A = A * (1 + Rune * 0.05)
59  end
60  local GemValue = srcUser:GetGemValue(163072_FLOWING_SHADOW_HEART_DMG_X_PERCENTAGE)
61  if skillID == 2056_RANGER:FLOWING_SHADOW_HEART then
62    local NormalAtkDam = srcUser:GetProperty("NormalAtkDam")
63    local NormalAtkRes = targetUser:GetProperty("NormalAtkRes")
64    local NormalEnd = 1 + NormalAtkDam - NormalAtkRes
65    NormalEnd = math.max(NormalEnd, 0.1)
66    A = A * math.max(GemValue / 100000, 1) * NormalEnd
67    local targetid = targetUser:GetGuid()
68    local distance = srcUser:GetDistance(targetid)
69    if 3.5 <= distance then
70      A = A * 2
71    end
72    local Cri = srcUser:GetProperty("Cri")
73    local CriRes2 = targetUser:GetProperty("CriRes")
74    local CriDamPer = srcUser:GetProperty("CriDamPer")
75    local CriDefPer2 = targetUser:GetProperty("CriDefPer")
76    local Rate = Cri - CriRes2
77    if CommonFun.IsInRate(Rate, srcUser:GetRandom()) then
78      A = ((AtkFinal * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease) - Vit2 * (1 + VitPer2)) * AgiDam * Famous * math.max(GemValue / 100000, 1) * NormalEnd
79      if 3.5 <= distance then
80        A = A * 2
81      end
82      return math.max(A * (1.5 + CriDamPer - CriDefPer2), 1), CommonFun.DamageType.Crit
83    end
84  end
85  if A <= 1 then
86    return 1
87  end
88  return A
89end
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