Skill #20001

Bowling Bash

Causes players within range to collide into one another, dealing physical damage. The more players there are in range, the higher the damage.

Level 20

##20000 (810, 30)

Attack

ID 20020

Level 19

##20000 (770, 30)

Attack

ID 20019

Level 18

##20000 (730, 30)

Attack

ID 20018

Level 17

##20000 (690, 30)

Attack

ID 20017

Level 16

##20000 (650, 30)

Attack

ID 20016

Level 15

##20000 (610, 30)

Attack

ID 20015

Level 14

##20000 (570, 30)

Attack

ID 20014

Level 13

##20000 (530, 30)

Attack

ID 20013

Level 12

##20000 (490, 30)

Attack

ID 20012

Level 11

##20000 (450, 30)

Attack

ID 20011

Level 10

##20000 (410, 10)

Attack

ID 20010

Level 9

##20000 (370, 10)

Attack

ID 20009

Level 8

##20000 (330, 10)

Attack

ID 20008

Level 7

##20000 (290, 10)

Attack

ID 20007

Level 6

##20000 (250, 10)

Attack

ID 20006

Level 5

##20000 (210, 10)

Attack

ID 20005

Level 4

##20000 (170, 10)

Attack

ID 20004

Level 3

##20000 (130, 10)

Attack

ID 20003

Level 2

##20000 (90, 10)

Attack

ID 20002

Level 1

##20000 (50, 10)

Attack

ID 20001
Loading formulas...

Related

Buffs, Skills & Formulas

Formulas & functions

CommonFun links

Bowling Bash
Lv 1-20|damage

Formula Source

function CommonFun.calcDamage_1202(srcUser, targetUser, params, damageParam, logger)
  local Str = srcUser:GetProperty("Str")
  local Dex = srcUser:GetProperty("Dex")
  local Luk = srcUser:GetProperty("Luk")
  local Atk = srcUser:GetProperty("Atk")
  local AtkPer = srcUser:GetProperty("AtkPer")
  local DamIncrease = srcUser:GetProperty("DamIncrease")
  local IgnoreDef = 0
  local IgnoreDef1 = srcUser:GetProperty("IgnoreDef")
  local IgnoreDef2 = srcUser:GetProperty("IgnoreEquipDef")
  if targetUser.boss or targetUser.mini then
    IgnoreDef = IgnoreDef1
  else
    IgnoreDef = IgnoreDef1 + IgnoreDef2
  end
  if 1 <= IgnoreDef then
    IgnoreDef = 1
  end
  local Refine = srcUser:GetProperty("Refine")
  local skilllv_1 = srcUser:GetLernedSkillLevel(damageParam.skill1_id)
  local AttrEffect = srcUser:GetProperty("AttrEffect")
  local bits = CommonFun.getBits(AttrEffect)
  local Def2 = targetUser:GetProperty("Def")
  local DefPer2 = targetUser:GetProperty("DefPer")
  local Vit2 = targetUser:GetProperty("Vit")
  local VitPer2 = targetUser:GetProperty("VitPer")
  local DamReduc2 = CommonFun.calcDamReDuc(srcUser, targetUser)
  local RefineDamReduc = targetUser:GetProperty("RefineDamReduc")
  local HumanRes = targetUser:GetProperty("DemiHumanResPer")
  local count = params.hitedCount
  local damChangePer = damageParam.damChangePer
  local damChangePer1 = damageParam.damChangePer1
  local raceparam = CommonFun.CalcRaceParam(srcUser, targetUser, params, damageParam, logger)
  local bodyparam = CommonFun.CalcBodyParam(srcUser, targetUser, params, damageParam, logger)
  local elementparam = CommonFun.CalcElementParam(srcUser, targetUser, params, damageParam, logger)
  local bossparam = CommonFun.CalcBossParam(srcUser, targetUser, params, damageParam, logger)
  local raceparam2 = CommonFun.CalcRaceParam2(srcUser, targetUser, params, damageParam, logger)
  local bodyparam2 = CommonFun.CalcBodyParam2(srcUser, targetUser, params, damageParam, logger)
  local elementparam2 = CommonFun.CalcElementParam2(srcUser, targetUser, params, damageParam, logger)
  local bossparam2 = CommonFun.CalcBossParam2(srcUser, targetUser, params, damageParam, logger)
  local BaseAtk = Str * 2 + math.floor(Str * Str / 100) + math.floor(Dex / 5) + math.floor(Luk / 5)
  local AtkFinal = ((Atk - BaseAtk) * (1 + AtkPer) * CommonFun.ShapeCorrection(srcUser, targetUser) * bodyparam * elementparam * elementparam2 + BaseAtk) * raceparam * bossparam * bossparam2
  local DefReduc = CommonFun.CalcDef(srcUser, targetUser)
  local ShortRangeDamReduc2 = targetUser:GetProperty("ShortRangeDamReduc")
  local countDam = 0.1
  if 10 < skilllv_1 then
    countDam = 0.3
  end
  local A = (AtkFinal * DefReduc * (1 - DamReduc2) + Refine) * (damChangePer + countDam * count) * (1 - RefineDamReduc) * (1 + DamIncrease - ShortRangeDamReduc2) - Vit2 * (1 + VitPer2)
  local B = 0
  local Buff = targetUser:HasBuffID(80000240)
  local Weapon = srcUser:GetEquipedID(7)
  if Buff == true then
    B = HumanRes * 100 * 20
  end
  if A - B <= 1 then
    return 1
  end
  local guaiwuhujiM = 1
  if CommonFun.Shape.M == targetUser.shape and srcUser:HasBuffID(90001163) then
    guaiwuhujiM = 1.1
  end
  if CommonFun.Shape.M == targetUser.shape and (Weapon == 40359 or Weapon == 140359) then
    guaiwuhujiM = 1.1
  end
  if bits[CommonFun.AttrEffect.GuaiWuHuJiDam] == 1 and 10 <= skilllv_1 then
    return (A - B) * 1.3 * guaiwuhujiM
  elseif (Weapon == 40308 or Weapon == 140308) and 10 <= skilllv_1 then
    return (A - B) * 2 * guaiwuhujiM
  elseif (Weapon == 40359 or Weapon == 140359) and 10 <= skilllv_1 then
    return (A - B) * 2 * guaiwuhujiM
  end
  return (A - B) * guaiwuhujiM
end
No formula links

Skill JSON (Level 20)

Loading JSON...