Meteor Assault

Meteor Assault

Lv 10AttackPhysical

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.

Range: 1

Skill Levels

Lvl: 9
Attack
Physical
Skill Delay: 3 sec
SP: 46
Range: 1

• 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.

Lvl: 8
Attack
Physical
Skill Delay: 3 sec
SP: 42
Range: 1

• 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.

Lvl: 7
Attack
Physical
Skill Delay: 3 sec
SP: 38
Range: 1

• 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.

Lvl: 6
Attack
Physical
Skill Delay: 3 sec
SP: 34
Range: 1

• 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.

Lvl: 5
Attack
Physical
Skill Delay: 3 sec
SP: 30
Range: 1

• 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.

Lvl: 4
Attack
Physical
Skill Delay: 3 sec
SP: 26
Range: 1

• 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.

Lvl: 3
Attack
Physical
Skill Delay: 3 sec
SP: 22
Range: 1

• 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.

Lvl: 2
Attack
Physical
Skill Delay: 3 sec
SP: 18
Range: 1

• 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.

Lvl: 1
Attack
Physical
Skill Delay: 3 sec
SP: 14
Range: 1

• 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
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