
Wind Dart Cast
Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1570% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
Aesir Effects
Skill Levels
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1520% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1470% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1420% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1370% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1320% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1270% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1220% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1170% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1120% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1070% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *1020% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *970% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *920% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *870% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *820% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *770% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *720% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *670% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
• Throw a number of Shurikens forth, inflicting Physical DMG of ATK *620% on enemy units in front. For every extra enemy in range, DMG +10%. A Wind Monster Weapon must be equipped
Formula
1function CommonFun.calcDamage_16303(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 Def2 = targetUser:GetProperty("Def")
21 local DefPer2 = targetUser:GetProperty("DefPer")
22 local Vit2 = targetUser:GetProperty("Vit")
23 local VitPer2 = targetUser:GetProperty("VitPer")
24 local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
25 local RefineDamReduc = CommonFun.calcRefineDamReduc(srcUser, targetUser)
26 local AttrEffect2 = srcUser:GetProperty("AttrEffect")
27 local bits2 = CommonFun.getBits(AttrEffect2)
28 local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
29 local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
30 local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
31 local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
32 local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
33 local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
34 local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
35 local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
36 local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
37 local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
38 local DefReduc = CommonFun.CalcDef(srcUser, targetUser, params)
39 local LongRangeDamReduc2 = targetUser:GetProperty("LongRangeDamReduc")
40 local damChangePer = damageParam.damChangePer
41 local NumDam = 1
42 local StateEffect = targetUser:GetProperty("StateEffect")
43 local bits = CommonFun.getBits(StateEffect)
44 local skillID, skillLevel = CommonFun.UnmergeSkillID(params.skillIDAndLevel)
45 if skillID == 2041_RANGER:WIND_DART_CAST then
46 local count = params.hitedCount
47 local Rune = srcUser:GetRunePoint(163038_AESIR_WIND_DART_CAST_DMG_6)
48 local GemValue = srcUser:GetGemValue(163051_WIND_DART_CAST_DMG_PERCENTAGE)
49 local GemDam = 1 + GemValue / 100000
50 local GemValueNum = srcUser:GetGemValue(163052_WIND_DART_CAST_EACH_ENEMY_UNIT_S_ADDITIONAL_DMG_PERCENTAGE)
51 local GemNum = GemValueNum / 100000
52 if srcUser:HasBuffID(21630050_WIND_DART_CAST_DAMAGE_UP_:MAX_STACK_0) and srcUser:GetRangeEnemy(3) == 0 then
53 GemDam = GemDam * 1.3
54 end
55 NumDam = (1 + math.max(count - 1, 0) * (0.1 + GemNum)) * (1 + Rune * 0.06) * GemDam
56 local RefineLv7 = srcUser:GetEquipedRefineLv(7_WEAPON)
57 if srcUser:HasBuffID(44400_WIND_SHURIKEN_:MAX_STACK_0) then
58 NumDam = NumDam * (RefineLv7 * 0.01 + 1)
59 end
60 if srcUser:HasBuffID(44410_WIND_SHURIKEN_RANKA_:MAX_STACK_0) then
61 NumDam = NumDam * (RefineLv7 * 0.02 + 1)
62 end
63 if srcUser:HasBuffID(55100_WIND_DART_CAST_CARD_:MAX_STACK_0) then
64 NumDam = NumDam + 0.01 * math.floor(Dex / 10)
65 end
66 end
67 if skillID == 2055_RANGER:WIND_SHURIKEN_SWIFT_SHADOW or skillID == 2080_RANGER:WIND_SHURIKEN_SWIFT_SHADOW then
68 local count = params.hitedCount
69 local Rune = srcUser:GetRunePoint(163038_AESIR_WIND_DART_CAST_DMG_6)
70 local GemValue = srcUser:GetGemValue(163051_WIND_DART_CAST_DMG_PERCENTAGE)
71 local GemDam = 1 + GemValue / 100000
72 local GemValueNum = srcUser:GetGemValue(163052_WIND_DART_CAST_EACH_ENEMY_UNIT_S_ADDITIONAL_DMG_PERCENTAGE)
73 local GemNum = GemValueNum / 100000
74 if srcUser:HasBuffID(21630050_WIND_DART_CAST_DAMAGE_UP_:MAX_STACK_0) and srcUser:GetRangeEnemy(3) == 0 then
75 GemDam = GemDam * 1.3
76 end
77 NumDam = (1 + math.max(count - 1, 0) * (0.1 + GemNum)) * (1 + Rune * 0.06) * GemDam
78 local RefineLv7 = srcUser:GetEquipedRefineLv(7_WEAPON)
79 if srcUser:HasBuffID(44400_WIND_SHURIKEN_:MAX_STACK_0) then
80 NumDam = NumDam * (RefineLv7 * 0.01 + 1)
81 end
82 if srcUser:HasBuffID(44410_WIND_SHURIKEN_RANKA_:MAX_STACK_0) then
83 NumDam = NumDam * (RefineLv7 * 0.02 + 1)
84 end
85 if srcUser:HasBuffID(55100_WIND_DART_CAST_CARD_:MAX_STACK_0) then
86 NumDam = NumDam + 0.01 * math.floor(Dex / 10)
87 end
88 if srcUser:HasBuffID(90004644_WIND_SHURIKEN_SWIFT_SHADOW_1_TIER_5_:MAX_STACK_0) then
89 NumDam = NumDam + 0.1
90 end
91 local skilllv1 = srcUser:GetLernedSkillLevel(2041_RANGER:WIND_DART_CAST)
92 local skilllv2 = srcUser:GetLernedSkillLevel(2055_RANGER:WIND_SHURIKEN_SWIFT_SHADOW)
93 local skilllv3 = srcUser:GetLernedSkillLevel(2076_RANGER:WIND_SHURIKEN_SWIFT_SHADOW_STRENGTHENING)
94 local Master = srcUser:GetMasterUser()
95 if Master ~= nil then
96 skilllv1 = Master:GetLernedSkillLevel(2041_RANGER:WIND_DART_CAST)
97 skilllv2 = Master:GetLernedSkillLevel(2055_RANGER:WIND_SHURIKEN_SWIFT_SHADOW)
98 skilllv3 = Master:GetLernedSkillLevel(2076_RANGER:WIND_SHURIKEN_SWIFT_SHADOW_STRENGTHENING)
99 end
100 damChangePer = (skilllv1 * 0.5 + 5.7) * (1 + skilllv2 * 0.05) * (1 + skilllv3 * 0.04)
101 end
102 local A = ((AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * damChangePer * (1 - RefineDamReduc) * (1 + DamIncrease - LongRangeDamReduc2) - Vit2 * (1 + VitPer2)) * NumDam
103 if skillID == 2029_SNIPER:PETAL_BURST then
104 local Rune = srcUser:GetRunePoint(163014_AESIR_PETAL_BURST_DMG_6)
105 local GemValue = srcUser:GetGemValue(163141_PETAL_BURST_DMG_PERCENTAGE)
106 local GemDam = 1 + GemValue / 100000
107 local Burn = 1
108 local GemState = srcUser:GetGemValue(163142_PETAL_BURST_ADDITIONALLY_INFLICT_PERCENTAGE_DMG_ON_BURNING_ENEMY_UNITS)
109 if bits[CommonFun.StateEffect.Burn] == 1 then
110 Burn = 1 + GemState / 100000
111 end
112 A = A * (1 + Rune * 0.06) * GemDam * Burn
113 end
114 if skillID == 2020_SNIPER:DART_CAST then
115 local GemValue = srcUser:GetGemValue(163112_DART_CAST_DMG_PERCENTAGE)
116 local GemDam = 1 + GemValue / 100000
117 A = A * GemDam
118 end
119 local skilll_qg = srcUser:GetLernedSkillLevel(2046_RANGER:CUT)
120 if bits[CommonFun.StateEffect.Blood] == 1 and 0 < skilll_qg then
121 A = A * (1 + skilll_qg * 0.06)
122 end
123 if A <= 1 then
124 return 1
125 end
126 return A
127end