Forced Dispel

Forced Dispel

Lv 10AttackPhysical

Target an enemy and charge up before dealing Phy. ATK*2500% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 8s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

CD: 12 sec
Range: 7

Skill Levels

Lvl: 9
Attack
Physical
CD: 12 sec
Skill Delay: 1 sec
Range: 7

• Target an enemy and charge up before dealing Phy. ATK*2400% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 7.5s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

Lvl: 8
Attack
Physical
CD: 12 sec
Skill Delay: 1 sec
Range: 7

• Target an enemy and charge up before dealing Phy. ATK*2300% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 7s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

Lvl: 7
Attack
Physical
CD: 12 sec
Skill Delay: 1 sec
Range: 7

• Target an enemy and charge up before dealing Phy. ATK*2200% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 6.5s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

Lvl: 6
Attack
Physical
CD: 12 sec
Skill Delay: 1 sec
Range: 7

• Target an enemy and charge up before dealing Phy. ATK*2100% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 6s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

Lvl: 5
Attack
Physical
CD: 12 sec
Skill Delay: 1 sec
Range: 7

• Target an enemy and charge up before dealing Phy. ATK*2000% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 5.5s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

Lvl: 4
Attack
Physical
CD: 12 sec
Skill Delay: 1 sec
Range: 7

• Target an enemy and charge up before dealing Phy. ATK*1900% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 5s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

Lvl: 3
Attack
Physical
CD: 12 sec
Skill Delay: 1 sec
Range: 7

• Target an enemy and charge up before dealing Phy. ATK*1800% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 4.5s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

Lvl: 2
Attack
Physical
CD: 12 sec
Skill Delay: 1 sec
Range: 7

• Target an enemy and charge up before dealing Phy. ATK*1700% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 4s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

Lvl: 1
Attack
Physical
CD: 12 sec
Skill Delay: 1 sec
Range: 7

• Target an enemy and charge up before dealing Phy. ATK*1600% in phy. DMG to the target, dispel all buffs from the target, and prevent them from gaining buffs for 3.5s. Spend 1 bullet. Must be used with a rifle gun equipped. This skill ignores the effects of skills such as Light Screen, Auto Defense, Sword Block, and Kyrie Eleison's Array.

Formula

1function CommonFun.calcDamage_17303(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 Luk2 = targetUser:GetProperty("Luk")
6  local Atk = srcUser:GetProperty("Atk")
7  local AtkPer = srcUser:GetProperty("AtkPer")
8  local DamIncrease = srcUser:GetProperty("DamIncrease")
9  local IgnoreDef = 0
10  local IgnoreDef1 = srcUser:GetProperty("IgnoreDef")
11  local IgnoreDef2 = srcUser:GetProperty("IgnoreEquipDef")
12  if targetUser.boss or targetUser.mini then
13    IgnoreDef = IgnoreDef1
14  else
15    IgnoreDef = IgnoreDef1 + IgnoreDef2
16  end
17  if 1 <= IgnoreDef then
18    IgnoreDef = 1
19  end
20  local Refine = srcUser:GetProperty("Refine")
21  local Def2 = targetUser:GetProperty("Def")
22  local DefPer2 = targetUser:GetProperty("DefPer")
23  local Vit2 = targetUser:GetProperty("Vit")
24  local VitPer2 = targetUser:GetProperty("VitPer")
25  local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
26  local RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
27  local AttrEffect2 = srcUser:GetProperty("AttrEffect")
28  local bits2 = CommonFun.getBits(AttrEffect2)
29  local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
30  local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
31  local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
32  local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
33  local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
34  local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
35  local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
36  local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
37  local BaseAtk = Dex * 2 + math.floor(Dex * Dex / 100) + math.floor(Str / 5) + math.floor(Luk / 5)
38  local skilllv = srcUser:GetLernedSkillLevel(2206_STELLAR_HUNTER:MAGICAL_BULLET)
39  local MAtk = srcUser:GetProperty("MAtk")
40  local MAtkPer = srcUser:GetProperty("MAtkPer")
41  local Magic = 0
42  local Num4 = srcUser:GetRunePoint(173015_AESIR_THE_M_ATK_BONUS_OF_MAGICAL_BULLET_IS_INCREASED_BY_3)
43  if 0 < skilllv then
44    Magic = MAtk * (1 + MAtkPer) * (math.min(skilllv, 10) * 0.05 + Num4 * 0.03)
45  end
46  local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk + Magic) * raceparam * bossparam * bossparam2
47  local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
48  local LongRangeDamReduc2 = targetUser:GetProperty("LongRangeDamReduc")
49  local damChangePer = damageParam.damChangePer
50  local Rune = 1
51  local Num1 = srcUser:GetRunePoint(173018_AESIR_POINT_SHOOTING_DMG_6)
52  local Num2 = srcUser:GetRunePoint(173035_AESIR_CRACK_SHOT_DMG_5)
53  local targetid = targetUser:GetGuid()
54  local distance = srcUser:GetDistance(targetid)
55  local dis_ratio = 1
56  local Num3 = srcUser:GetRunePoint(173031_AESIR_WHEN_EQUIPPED_WITH_A_RIFLE_GUN_SHOOTING_SKILLS_DEAL_INCREASED_DMG_ACCORDING_TO_THE_DISTANCE_1_DMG_PER_METER)
57  if 0 < Num3 and 1 <= distance then
58    dis_ratio = 1 + Num3 * 0.01 * math.floor(distance)
59  end
60  local Rifle = 1
61  local RefineLv = srcUser:GetEquipedRefineLv(7_WEAPON)
62  local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
63  if skillID == 2243_STELLAR_HUNTER:ABSOLUTE_PENETRATION then
64    local skilllv1 = srcUser:GetLernedSkillLevel(2227_STELLAR_HUNTER:CRACK_SHOT)
65    local skilllv2 = srcUser:GetLernedSkillLevel(2243_STELLAR_HUNTER:ABSOLUTE_PENETRATION)
66    local DefParam = Def2 * (1 + DefPer2) / 500
67    local ChantTime = srcUser:GetCurChantTime()
68    local skilllv_luk = srcUser:GetLernedSkillLevel(2264_STELLAR_HUNTER:THOROUGH_THROUGH_VITAL_PART_STRIKE)
69    AtkFinal = AtkFinal + skilllv_luk * Luk * 3
70    if srcUser:HasBuffID(45040_TERMINATOR_SNIPER_RIFLE_:MAX_STACK_0) then
71      Rifle = 1 + RefineLv * 0.01
72    end
73    if srcUser:HasBuffID(45050_TERMINATOR_SNIPER_RIFLE_AFTER_PERFUSION_:MAX_STACK_0) then
74      Rifle = 1 + RefineLv * 0.02
75    end
76    if srcUser:HasBuffID(90004674_ASSAULT_TERMINATOR_1_TIER_5_:MAX_STACK_0) then
77      Rifle = Rifle + 0.15
78    end
79    local mapid, maptype = srcUser:GetMapInfo()
80    if (maptype == PVP_MAPS) and 3000 <= ChantTime then
81      local skilllv3 = srcUser:GetLernedSkillLevel(2263_STELLAR_HUNTER:THOROUGH_THROUGH_HEAD_SHOT)
82      local KillRate = (Luk - Luk2) * skilllv3 * 0.01
83      if srcUser:HasBuffID(21730040_HEAD_SHOT_CHANCE_IN_THE_HAWK_EYES_STATE_:MAX_STACK_0) and srcUser:HasBuffID(133769_HAWK_EYES_MODE_:MAX_STACK_0) then
84        KillRate = KillRate + 5
85      end
86      if srcUser:HasBuffID(45264_PASSIVE_HEAD_SHOT_PROBABILITY_:MAX_STACK_0) or srcUser:HasBuffID(45274_PASSIVE_HEAD_SHOT_PROBABILITY_:MAX_STACK_0) or srcUser:HasBuffID(47364_PASSIVE_HEAD_SHOT_PROBABILITY_:MAX_STACK_0) then
87        KillRate = KillRate + 7
88      end
89      if srcUser:HasBuffID(45265_CAN_T_BE_ATTACKED_:MAX_STACK_0) or srcUser:HasBuffID(45275_CAN_T_BE_ATTACKED_:MAX_STACK_0) then
90        KillRate = KillRate * 1.77
91      end
92    end
93    Rune = 1 + Num2 * 0.05
94    damChangePer = ((skilllv1 * 0.6 + 12) * (1 + skilllv2 * 0.03) * Rune * Rifle + DefParam) * (1 + math.floor(ChantTime / 1000) * 0.5)
95    Rune = 1
96    Rifle = 1
97    if 4900 <= ChantTime then
98      DefReduc = 1
99    end
100  end
101  if skillID == 2205_STELLAR_HUNTER:POINT_SHOOTING then
102    local GemValue = srcUser:GetGemValue(173151_POINT_SHOOTING_DMG_PERCENTAGE)
103    local GemDam = 1 + GemValue / 100000
104    Rune = (1 + Num1 * 0.06) * GemDam
105  end
106  if skillID == 2227_STELLAR_HUNTER:CRACK_SHOT then
107    Rune = 1 + Num2 * 0.05
108    if srcUser:HasBuffID(45040_TERMINATOR_SNIPER_RIFLE_:MAX_STACK_0) then
109      Rifle = 1 + RefineLv * 0.01
110    end
111    if srcUser:HasBuffID(45050_TERMINATOR_SNIPER_RIFLE_AFTER_PERFUSION_:MAX_STACK_0) then
112      Rifle = 1 + RefineLv * 0.02
113    end
114    if srcUser:HasBuffID(90004674_ASSAULT_TERMINATOR_1_TIER_5_:MAX_STACK_0) then
115      Rifle = Rifle + 0.15
116    end
117  end
118  local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - LongRangeDamReduc2) - Vit2 * (1 + VitPer2)) * Rune * dis_ratio * Rifle
119  if A <= 1 then
120    return 1
121  end
122  return A
123end
Preserved HTML snapshot from ROM Handbook