
Splitting Arrows
Shoots split arrows to deal arrow Dmg equal to 630% Atk to an enemy, applying 75% complete splash damage to up to 6 nearby enemy targets.
Skill Levels
• Shoots split arrows to deal arrow Dmg equal to 580% Atk to an enemy, applying 75% complete splash damage to up to 5 nearby enemy targets.
• Shoots split arrows to deal arrow Dmg equal to 530% Atk to an enemy, applying 75% complete splash damage to up to 5 nearby enemy targets.
• Shoots split arrows to deal arrow Dmg equal to 480% Atk to an enemy, applying 75% complete splash damage to up to 5 nearby enemy targets.
• Shoots split arrows to deal arrow Dmg equal to 430% Atk to an enemy, applying 75% complete splash damage to up to 4 nearby enemy targets.
• Shoots split arrows to deal arrow Dmg equal to 380% Atk to an enemy, applying 75% complete splash damage to up to 4 nearby enemy targets.
• Shoots split arrows to deal arrow Dmg equal to 330% Atk to an enemy, applying 75% complete splash damage to up to 4 nearby enemy targets.
• Shoots split arrows to deal arrow Dmg equal to 280% Atk to an enemy, applying 75% complete splash damage to up to 3 nearby enemy targets.
• Shoots split arrows to deal arrow Dmg equal to 230% Atk to an enemy, applying 75% complete splash damage to up to 3 nearby enemy targets.
• Shoots split arrows to deal arrow Dmg equal to 180% Atk to an enemy, applying 75% complete splash damage to up to 3 nearby enemy targets.
Formula
1function CommonFun.calcDamage_4201(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 = targetUser:GetProperty("AttrEffect")
21 local bits = CommonFun.getBits(AttrEffect)
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 LongRangeDamReduc2 = targetUser:GetProperty("LongRangeDamReduc")
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 BaseAtk = Dex * 2 + math.floor(Dex * Dex / 100) + math.floor(Str / 5) + math.floor(Luk / 5)
39 local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
40 local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
41 local Num1 = srcUser:GetRunePoint(42016_AESIR_DAMAGE_OF_SPLITTING_ARROWS_5)
42 local Num2 = srcUser:GetRunePoint(42018)
43 local Num3 = srcUser:GetRunePoint(42019)
44 local Num4 = srcUser:GetRunePoint(42020)
45 local Num5 = srcUser:GetRunePoint(42021)
46 local RuneDamage = Num1 * 0.05 + Num2 * 0.05 + Num3 * 0.05 + Num4 * 0.05 + Num5 * 0.1 + 1
47 local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 + DamIncrease - LongRangeDamReduc2) * (1 - RefineDamReduc) - Vit2 * (1 + VitPer2)) * RuneDamage
48 if A <= 1 then
49 return 1
50 end
51 return A
52end