Splash Thunder
Skill #3017 · Séraphin server
All skills
Stun#6006 · open the state page
#3017
Splash Thunder
ActiveWindMax lv 10
Splash Thunder Lv10
WindMP 1335 0.5 sec
Air Attack Spell
An area attack spell which causes lightning to rain down upon the enemy. Causes air damage and has a high stun probability.
Cool Time 1 min
Skill card enhancement: lowers the MP cost, casting time or cooldown depending on the skill.
What the skill does
Lv 10 · +0- Magic damage in an area: 200 % of your magic attack + 2,550.
- Then: applies "Stun" (level 10) for 2 s.
Characteristics
Lv 10 · +0- Type
- Active
- Element
- Wind
- MP cost
- 1,335
- Casting time
- 0.5 sec
- Cooldown
- 1 min
- Range
- 20
- Area of effect
- 20
Applied state
- Level
- 10
- Duration
- 2 sec
- Chance
- 100 %
Learned by
Skill steps
- Up to level 5requires: job level 40, Wind Weapon lv 1
Skill steps
- Levels 6 to 8requires: job level 25, Wind Weapon lv 4
- Levels 6 to 9requires: job level 30, Wind Weapon lv 4
- Levels 6 to 10requires: job level 40, Wind Weapon lv 4
Prerequisites
Learning cost
Job points (JP) needed to reach the level.| Level | JP | Total JP |
|---|---|---|
| 1 | 180 | 180 |
| 2 | 1,240 | 1,420 |
| 3 | 4,500 | 5,920 |
| 4 | 10,900 | 16,820 |
| 5 | 21,600 | 38,420 |
| 6 | 39,000 | 77,420 |
| 7 | 54,000 | 131,420 |
| 8 | 87,400 | 218,820 |
| 9 | 137,000 | 355,820 |
| 10 | 216,000 | 571,820 |
Raw server dataTo check a calculation: not needed to understand the skill.
Effect type : 261 · MAGIC_SINGLE_REGION_DAMAGE
| Variable | Value | Meaning |
|---|---|---|
| var1 | 1.5 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var2 | 0.05 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var3 | 0.05 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var5 | 255 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var6 | 35 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var10 | 5 | float effectLength = GetSkillBase()->GetEffectType() == SkillBase::EF_MAGIC_SINGLE_REGION_DAMAGE_ADD_RANDOM_STATE ? GetVar(12) : GetVar(9); |
| var11 | 1 | float distributeType = GetSkillBase()->GetEffectType() == SkillBase::EF_MAGIC_SINGLE_REGION_DAMAGE_ADD_RANDOM_STATE ? GetVar(13) : GetVar(10); |
| var12 | 10 | float targetMax = GetSkillBase()->GetEffectType() == SkillBase::EF_MAGIC_SINGLE_REGION_DAMAGE_ADD_RANDOM_STATE ? GetVar(14) : GetVar(11); |

