Critical Shot
Skill #2304 · Séraphin server
All skills
#2304
Critical Shot
ActiveNormalMax lv 20
Critical Shot Lv20
NormalMP 320 Casting 0.5 sec
Attack Skill
Shoots 3 consecutive arrows at the target's weak point, causing 100% critical damage. Requires crossbows.
Cool Time 5 sec
Skill card enhancement: lowers the MP cost, casting time or cooldown depending on the skill.
Characteristics
Lv 20 · +0- Type
- Active
- Element
- Normal
- MP cost
- 320
- Casting time
- 0.5 sec
- Cooldown
- 5 sec
- Range
- Weapon range
- Critical bonus
- +100
Learned by
Skill steps
- Up to level 4requires: job level 35, Cursed Arrow lv 1
- Up to level 5requires: job level 40, Cursed Arrow lv 1
Skill steps
- Levels 6 to 8requires: job level 25, Cursed Arrow lv 6
- Levels 6 to 9requires: job level 30, Cursed Arrow lv 6
- Levels 6 to 10requires: job level 40, Cursed Arrow lv 6
Skill steps
- Levels 11 to 15requires: Iron Will lv 1
- Levels 11 to 20requires: Iron Will lv 2
Prerequisites
Learning cost
Job points (JP) needed to reach the level.| Level | JP | Total JP |
|---|---|---|
| 1 | 200 | 200 |
| 2 | 1,380 | 1,580 |
| 3 | 5,000 | 6,580 |
| 4 | 12,100 | 18,680 |
| 5 | 24,000 | 42,680 |
| 6 | 43,400 | 86,080 |
| 7 | 60,000 | 146,080 |
| 8 | 97,100 | 243,180 |
| 9 | 152,000 | 395,180 |
| 10 | 241,000 | 636,180 |
| 11 | 131,000 | 767,180 |
| 12 | 245,000 | 1,012,180 |
| 13 | 458,000 | 1,470,180 |
| 14 | 856,000 | 2,326,180 |
| 15 | 1,599,000 | 3,925,180 |
| 16 | 2,987,000 | 6,912,180 |
| 17 | 5,578,000 | 12,490,180 |
| 18 | 10,419,000 | 22,909,180 |
| 19 | 19,461,000 | 42,370,180 |
| 20 | 36,348,000 | 78,718,180 |
Raw server dataTo check a calculation: not needed to understand the skill.
Effect type : 30017 · PHYSICAL_REALTIME_MULTIPLE_DAMAGE_KNOCKBACK
| Variable | Value | Meaning |
|---|---|---|
| var1 | 2.5 | nDamage *= GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + ( ( nEffectType == SkillBase::EF_PHYSICAL_REALTIME_MULTIPLE_DAMAGE ) ? ( GetVar(10) * GetEnhance() |
| var2 | 0.15 | nDamage *= GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + ( ( nEffectType == SkillBase::EF_PHYSICAL_REALTIME_MULTIPLE_DAMAGE ) ? ( GetVar(10) * GetEnhance() |
| var4 | 35 | nDamage += GetVar(2) + GetVar(3) * GetRequestedSkillLevel() + ( ( nEffectType == SkillBase::EF_PHYSICAL_REALTIME_MULTIPLE_DAMAGE ) ? ( GetVar(11) * GetEnhance() |
| var5 | 2 | m_nTotalFire = GetVar(4) + GetVar(5) * GetRequestedSkillLevel(); |
| var6 | 0.09 | m_nTotalFire = GetVar(4) + GetVar(5) * GetRequestedSkillLevel(); |
| var7 | 0.2 | m_nFireTime += GetVar(6) * 100; |
| var12 | 0.1 | nDamage += GetVar(2) + GetVar(3) * GetRequestedSkillLevel() + ( ( nEffectType == SkillBase::EF_PHYSICAL_REALTIME_MULTIPLE_DAMAGE ) ? ( GetVar(11) * GetEnhance()AR_TIME knock_back_time = ( GetVar(10) + GetVar(11) * GetRequestedSkillLevel() ) * 100; |

