
Meteor Assault
Attacks all nearby enemies, dealing (Atk440%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
Skill Levels
• Attacks all nearby enemies, dealing (Atk406%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
• Attacks all nearby enemies, dealing (Atk372%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
• Attacks all nearby enemies, dealing (Atk338%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
• Attacks all nearby enemies, dealing (Atk304%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
• Attacks all nearby enemies, dealing (Atk270%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
• Attacks all nearby enemies, dealing (Atk236%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
• Attacks all nearby enemies, dealing (Atk202%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
• Attacks all nearby enemies, dealing (Atk168%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
• Attacks all nearby enemies, dealing (Atk134%) Dmg. Enemies has a 25% chance to gain 1 of the status: stun, blind and bleed. When in hiding status, has a double chance to apply debuff to enemies.
Formula
1function CommonFun.calcDamage_3301(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 AttrEffect2 = srcUser:GetProperty("AttrEffect")
23 local bits2 = CommonFun.getBits(AttrEffect2)
24 local Def2 = targetUser:GetProperty("Def")
25 local DefPer2 = targetUser:GetProperty("DefPer")
26 local Vit2 = targetUser:GetProperty("Vit")
27 local VitPer2 = targetUser:GetProperty("VitPer")
28 local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
29 local RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
30 local StateEffect2 = targetUser:GetProperty("StateEffect")
31 local bits2 = CommonFun.getBits(StateEffect2)
32 local damChangePer = damageParam.damChangePer
33 local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
34 local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
35 local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
36 local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
37 local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
38 local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
39 local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
40 local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
41 local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
42 local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
43 local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
44 local ShortRangeDamReduc2 = targetUser:GetProperty("ShortRangeDamReduc")
45 local A = (AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 + DamIncrease - ShortRangeDamReduc2) * (1 - RefineDamReduc) - Vit2 * (1 + VitPer2)
46 if A <= 1 then
47 return 1
48 end
49 local Num1 = srcUser:GetRunePoint(32120_AESIR_METEOR_ASSAULT_HAS_A_20_CHANCE_TO_DEAL_10_CRIT_DMG)
50 local a = 0
51 if 0 < Num1 then
52 a = 20
53 end
54 local RuneDamage = Num1 * 0.1 + 1
55 if bits[CommonFun.AttrEffect.HeiAnDam] == 1 and bits2[CommonFun.AttrEffect.Hualiduanjian] == 1 and CommonFun.IsInRate(a, srcUser:GetRandom()) then
56 return A * 1.5 * 1.5 * RuneDamage, CommonFun.DamageType.Crit
57 elseif bits[CommonFun.AttrEffect.HeiAnDam] == 1 and CommonFun.IsInRate(a, srcUser:GetRandom()) then
58 return A * 1.5 * RuneDamage, CommonFun.DamageType.Crit
59 elseif bits2[CommonFun.AttrEffect.Hualiduanjian] == 1 and CommonFun.IsInRate(a, srcUser:GetRandom()) then
60 return A * 1.5 * RuneDamage, CommonFun.DamageType.Crit
61 elseif CommonFun.IsInRate(a, srcUser:GetRandom()) then
62 return A * RuneDamage, CommonFun.DamageType.Crit
63 elseif bits[CommonFun.AttrEffect.HeiAnDam] == 1 then
64 return A * 1.5
65 elseif bits2[CommonFun.AttrEffect.Hualiduanjian] == 1 then
66 return A * 1.5
67 end
68 return A
69end