
Shield Boomerang
Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x100%). Using it increases 300 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
Skill Levels
• Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x90%). Using it increases 270 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x80%). Using it increases 240 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x70%). Using it increases 210 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x60%). Using it increases 180 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x50%). Using it increases 150 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x40%). Using it increases 120 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x30%). Using it increases 90 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x20%). Using it increases 60 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (600%× (VIT×8 + Rounded (VIT×VIT/100)×4 + Rounded (DEX/5) + Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2) + (Atk +Refine Atk)x10%). Using it increases 30 points to your Def for 3 seconds. Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (600%× (Vitality×8 +Rounded (VIT×VIT/100)×4 +Rounded (DEX/5) +Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2)). Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (540%× (Vitality×8 +Rounded (VIT×VIT/100)×4 +Rounded (DEX/5) +Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2)). Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (480%× (Vitality×8 +Rounded (VIT×VIT/100)×4 +Rounded (DEX/5) +Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2)). Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (420%× (Vitality×8 +Rounded (VIT×VIT/100)×4 +Rounded (DEX/5) +Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2)). Shield as off-hand weapon must be equipped.
• Throw shields to enemy in distance, dealing damage: (360%× (Vitality×8 +Rounded (VIT×VIT/100)×4 +Rounded (DEX/5) +Rounded (LUK/5) +Shield Refining Level×Shield Refining Level×2)). Shield as off-hand weapon must be equipped.
Formula
1function CommonFun.calcDamage_7204(srcUser, targetUser, params, damageParam, logger)
2 local Str = srcUser:GetProperty("Str")
3 local Dex = srcUser:GetProperty("Dex")
4 local Vit = srcUser:GetProperty("Vit")
5 local Luk = srcUser:GetProperty("Luk")
6 local Atk = srcUser:GetProperty("Atk")
7 local AtkPer = srcUser:GetProperty("AtkPer")
8 local DamIncrease = srcUser:GetProperty("DamIncrease")
9 local shield = srcUser:GetEquipedID(1)
10 local RefineLv = srcUser:GetEquipedRefineLv(1)
11 local IgnoreDef = 0
12 local IgnoreDef1 = srcUser:GetProperty("IgnoreDef")
13 local IgnoreDef2 = srcUser:GetProperty("IgnoreEquipDef")
14 if targetUser.boss or targetUser.mini then
15 IgnoreDef = IgnoreDef1
16 else
17 IgnoreDef = IgnoreDef1 + IgnoreDef2
18 end
19 if 1 <= IgnoreDef then
20 IgnoreDef = 1
21 end
22 local Refine = srcUser:GetProperty("Refine")
23 local Def2 = targetUser:GetProperty("Def")
24 local DefPer2 = targetUser:GetProperty("DefPer")
25 local Vit2 = targetUser:GetProperty("Vit")
26 local VitPer2 = targetUser:GetProperty("VitPer")
27 local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
28 local RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
29 local damChangePer = damageParam.damChangePer
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 skilllv_1 = srcUser:GetLernedSkillLevel(352_RUNE_KNIGHT:SHIELD_BOOMERANG)
39 local TopAtk = 0
40 if 5 < skilllv_1 then
41 TopAtk = (Atk * (1 + AtkPer) + Refine) * (skilllv_1 - 5) / 10
42 end
43 local BaseAtk = Vit * 8 + math.floor(Vit * Vit / 100) * 4 + math.floor(Dex / 5) + math.floor(Luk / 5) + RefineLv * RefineLv * 2 + TopAtk
44 local AtkFinal = BaseAtk * elementparam * elementparam2 * raceparam * bossparam * bossparam2
45 local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
46 local LongRangeDamReduc2 = targetUser:GetProperty("LongRangeDamReduc")
47 local Num1 = srcUser:GetRunePoint(70100_AESIR_SHIELD_BOOMERANG_DMG_5)
48 local RuneDamage = 1 + 0.05 * Num1
49 local RefineLv = srcUser:GetEquipedRefineLv(1)
50 local VDDamage = Vit / 150 + Dex / 200 + RefineLv / 15
51 if VDDamage <= 0 then
52 VDDamage = 0
53 end
54 local skilllv_2 = srcUser:GetLernedSkillLevel(1181_THIEF:SHIELD_OF_DEFENSE)
55 local Sheild = skilllv_2 * 0.01 + 1
56 local GemValue = srcUser:GetGemValue(72092_SHIELD_BOOMERANG_DMG_PERCENTAGE)
57 local GemDam = 1 + GemValue / 100000
58 local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
59 local shenp = 1
60 if skillID == 3805_ROYAL_GUARD:SHIELD_OF_JUDEX then
61 if skilllv_1 <= 5 then
62 damChangePer = 3 + skilllv_1 * 0.6
63 else
64 damChangePer = 6
65 end
66 local skilllv_sp = srcUser:GetLernedSkillLevel(3805_ROYAL_GUARD:SHIELD_OF_JUDEX)
67 local skilllv_db = srcUser:GetLernedSkillLevel(3804_ROYAL_GUARD:REVELATION_OF_GOD)
68 shenp = 1 + skilllv_sp * 0.1
69 VDDamage = VDDamage + skilllv_db * 0.05 * RefineLv
70 end
71 local RefineLvH = srcUser:GetEquipedRefineLv(2)
72 local huangjiazhanjia = 0
73 if 10 <= RefineLvH and srcUser:HasBuffID(90002013_IMPERIAL_ARMOR_TIER_4_:MAX_STACK_0) then
74 huangjiazhanjia = 0.15
75 end
76 local RefineLvJ = srcUser:GetEquipedRefineLv(1)
77 local jingdun = 0
78 if shield == 42508 or shield == 142508 then
79 jingdun = jingdun + 0.15
80 end
81 if 10 <= RefineLvJ and srcUser:HasBuffID(90002033_MIRROR_SHIELD_TIER_4_:MAX_STACK_0) then
82 jingdun = jingdun + 0.1
83 end
84 if 5 <= RefineLvJ and srcUser:HasBuffID(90002027_LEGION_PLATE_ARMOR_TIER_8_:MAX_STACK_0) then
85 jingdun = jingdun + 0.05
86 end
87 local Nirvana = 0
88 local equipRing = srcUser:getEquip(CommonFun.PackType.EPACKTYPE_EQUIP, CommonFun.EquipPos.EEQUIPPOS_SHIELD)
89 if equipRing.id == 42581 or equipRing.id == 142581 then
90 if 5 > equipRing.refinelv then
91 Nirvana = Nirvana + 0.15
92 elseif 5 <= equipRing.refinelv and 10 > equipRing.refinelv then
93 Nirvana = Nirvana + 0.15 + 0.05
94 elseif 10 <= equipRing.refinelv then
95 Nirvana = Nirvana + 0.15 + 0.05 + 0.1
96 end
97 end
98 local equipRingSD = srcUser:getEquip(CommonFun.PackType.EPACKTYPE_SHADOWEQUIP, CommonFun.EquipPos.EEQUIPPOS_SHIELD)
99 if equipRingSD.id == 42581 or equipRingSD.id == 142581 then
100 if 5 > equipRingSD.refinelv then
101 Nirvana = Nirvana + 0.15 * equipRingSD.quench_per / 100
102 elseif 5 <= equipRingSD.refinelv and 10 > equipRingSD.refinelv then
103 Nirvana = Nirvana + 0.2 * equipRingSD.quench_per / 100
104 elseif 10 <= equipRingSD.refinelv then
105 Nirvana = Nirvana + 0.30000000000000004 * equipRingSD.quench_per / 100
106 end
107 end
108 local A = (AtkFinal * DefReduc * (1 - DamReduc2) * (damChangePer + VDDamage) * (1 + DamIncrease - LongRangeDamReduc2) * (1 - RefineDamReduc) - Vit2 * (1 + VitPer2)) * RuneDamage * Sheild * GemDam * shenp * (1 + huangjiazhanjia + jingdun + Nirvana)
109 if A <= 1 then
110 return 1
111 end
112 return A
113end