Symphony of Wind and Fire

Symphony of Wind and Fire

Lv 10AttackMagic

Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*2400% Fire attribute magic damage and M.Atk*2400% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

CD: 12 sec
Range: 7
Cast: 3

Skill Levels

Lvl: 9
Attack
Magic
CD: 12 sec
Skill Delay: 1 sec
SP: 370
Range: 7
Cast Time: 3

• Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*2200% Fire attribute magic damage and M.Atk*2200% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

Lvl: 8
Attack
Magic
CD: 12 sec
Skill Delay: 1 sec
SP: 340
Range: 7
Cast Time: 3

• Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*2000% Fire attribute magic damage and M.Atk*2000% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

Lvl: 7
Attack
Magic
CD: 12 sec
Skill Delay: 1 sec
SP: 310
Range: 7
Cast Time: 3

• Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*1800% Fire attribute magic damage and M.Atk*1800% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

Lvl: 6
Attack
Magic
CD: 12 sec
Skill Delay: 1 sec
SP: 280
Range: 7
Cast Time: 3

• Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*1600% Fire attribute magic damage and M.Atk*1600% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

Lvl: 5
Attack
Magic
CD: 12 sec
Skill Delay: 1 sec
SP: 250
Range: 7
Cast Time: 3

• Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*1400% Fire attribute magic damage and M.Atk*1400% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

Lvl: 4
Attack
Magic
CD: 12 sec
Skill Delay: 1 sec
SP: 220
Range: 7
Cast Time: 3

• Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*1200% Fire attribute magic damage and M.Atk*1200% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

Lvl: 3
Attack
Magic
CD: 12 sec
Skill Delay: 1 sec
SP: 190
Range: 7
Cast Time: 3

• Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*1000% Fire attribute magic damage and M.Atk*1000% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

Lvl: 2
Attack
Magic
CD: 12 sec
Skill Delay: 1 sec
SP: 160
Range: 7
Cast Time: 3

• Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*800% Fire attribute magic damage and M.Atk*800% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

Lvl: 1
Attack
Magic
CD: 12 sec
Skill Delay: 1 sec
SP: 130
Range: 7
Cast Time: 3

• Bell and Ais join forces, merging the powers of Wind and Flame to unleash a magnificent and destructive attack. Ais summons a strong Wind element to gather enemies within a 7-meter radius, while Bell simultaneously releases a powerful Flame magic. The wind fuels the flames, forming a fiery storm that deals M.Atk*600% Fire attribute magic damage and M.Atk*600% Wind attribute magic damage per second to all enemies within the area for 5 seconds. If Ais is not in the team, only the Flame damage effect will be applied.

Formula

1function CommonFun.calcDamage_80501(srcUser, targetUser, params, damageParam, logger)
2  local Int = srcUser:GetProperty("Int")
3  local Vit = srcUser:GetProperty("Vit")
4  local Str = srcUser:GetProperty("Str")
5  local Dex = srcUser:GetProperty("Dex")
6  local Luk = srcUser:GetProperty("Luk")
7  local Atk = srcUser:GetProperty("Atk")
8  local AtkPer = srcUser:GetProperty("AtkPer")
9  local MAtk = srcUser:GetProperty("MAtk")
10  local MAtkPer = srcUser:GetProperty("MAtkPer")
11  local MDamIncrease = CommonFun.calcMDamIncrease(srcUser, targetUser)
12  local MDamSpike = srcUser:GetProperty("MDamSpike_MPEN")
13  local IgnoreMDef = srcUser:GetProperty("IgnoreMDef")
14  if 1 <= IgnoreMDef then
15    IgnoreMDef = 1
16  end
17  local Refine = srcUser:GetProperty("Refine")
18  local MRefine = srcUser:GetProperty("MRefine")
19  local RangeDam = srcUser:GetProperty("RangeDam")
20  local srcAtkElement = CommonFun.GetUserAtkAttr(srcUser, targetUser, params, damageParam)
21  local targetDefElement = targetUser:GetProperty("DefAttr")
22  local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
23  local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
24  local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
25  local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
26  local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
27  local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
28  local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
29  local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
30  local MDef2 = targetUser:GetProperty("MDef")
31  local MDefPer2 = targetUser:GetProperty("MDefPer")
32  local Vit2 = targetUser:GetProperty("Vit")
33  local VitPer2 = targetUser:GetProperty("VitPer")
34  local Int2 = targetUser:GetProperty("Int")
35  local IntPer2 = targetUser:GetProperty("IntPer")
36  local MDamReduc2 = CommonFun.calcMDamReDuc(srcUser, targetUser)
37  local RefineMDamReduc = CommonFun.calcRefineMDamReduc(srcUser, targetUser)
38  local damChangePer = damageParam.damChangePer
39  local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
40  local NormalAtk = srcUser:GetProperty("NormalAtk")
41  NormalAtk = NormalAtk + 3 * Int
42  if skillID == 4796_PHANTOM_DANCER:M_ATK then
43    NormalAtk = 0
44  end
45  local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
46  local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam + BaseAtk) * raceparam * bossparam * bossparam2
47  local BaseMAtk = Int + math.floor(Int * Int / 100)
48  local MAtkFinal = ((MAtk - BaseMAtk + NormalAtk) * (1 + MAtkPer) + BaseMAtk) * raceparam * bossparam * bossparam2
49  local MDefReduc = CommonFun.CalcMDef(srcUser, targetUser)
50  if skillID == 4801_PHANTOM_DANCER:M_ATK then
51    local skill_cj = srcUser:GetLernedSkillLevel(4792_PHANTOM_DANCER:BLADE_RESONANCE)
52    damChangePer = skill_cj * 0.08 + 0.2
53  end
54  local A = (MAtkFinal * MDefReduc * (1 - MDamReduc2) + MRefine) * (1 - RefineMDamReduc) * damChangePer * (1 + MDamIncrease) * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)
55  if skillID == 4782_PHANTOM_DANCER:FIRE_BOLT then
56    local GemValue = srcUser:GetGemValue(220101_EACH_STACK_OF_FIRE_BOLT_CHARGE_INCREASES_PERCENTAGE_OF_FIRE_BOLT_DAMAGE)
57    local FireNum = srcUser:GetBuffLayer(140842_FIRE_BOLT_CHARGING_BUILT_IN_:MAX_STACK_0)
58    local GemDam = 1 + GemValue / 100000 * FireNum
59    A = ((AtkFinal + MAtkFinal) * MDefReduc * (1 - MDamReduc2) + (Refine + MRefine)) * (1 - RefineMDamReduc) * damChangePer * (1 + MDamIncrease) * GemDam * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)
60  end
61  local NormalAtkDam = srcUser:GetProperty("NormalAtkDam")
62  local GemValue = srcUser:GetGemValue(220111_THE_HEROIC_SHOT_IS_AFFECTED_BY_AUTO_ATTACK_DMG_INC_WITH_AN_IMPACT_RATIO_OF_PERCENTAGE)
63  local NormalEnd = 1
64  if 0 < GemValue then
65    NormalEnd = 1 + NormalAtkDam * GemValue / 100000
66  end
67  if skillID == 4787_PHANTOM_DANCER:THE_HEROIC_SHOT then
68    A = ((AtkFinal + MAtkFinal) * (1 + MDamSpike) + (Refine + MRefine)) * (1 - RefineMDamReduc) * damChangePer * (1 + MDamIncrease) * NormalEnd * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)
69  end
70  if skillID == 4796_PHANTOM_DANCER:M_ATK then
71    local NormalAtkRes = targetUser:GetProperty("NormalAtkRes")
72    NormalEnd = 1 + NormalAtkDam - NormalAtkRes
73    NormalEnd = math.max(NormalEnd, 0.1)
74    A = (MAtkFinal * MDefReduc * (1 - MDamReduc2) + MRefine) * (1 - RefineMDamReduc) * damChangePer * NormalEnd * (1 + MDamIncrease) * CommonFun.calcMagicElement(srcUser, targetUser, params, damageParam) * elementparam2 - Vit2 / 2 * (1 + VitPer2) - Int2 * (1 + IntPer2)
75    if srcUser:HasBuffID(90007034_BELL_EQUIPMENT_INFUSED_WEAPONS_TIER_5_:MAX_STACK_0) then
76      local shandian = srcUser:GetBuffLayer(140841_FIRE_BOLT_CHARGING_:MAX_STACK_0)
77      A = A * (1 + 0.1 * shandian)
78    end
79  end
80  if A <= 1 then
81    return 1
82  end
83  return A
84end
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