| Bowling Bash [KN_BOWLINGBASH 62] |
| Max Lv Max Lv Max Lv defines the skill max level. | 10 | |||||||||||||||||||||||||
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| SP Cost SP Cost SP Cost defines the skill SP cost. | 13 ~ 22 | |||||||||||||||||||||||||
| DMGatk Physical Attack Multiplier DMGatk defines skill ATK multiplier, e.g. a 2.0 ATK multiplier implies 2x ATK damage. | 1.40 ~ 5.00 | |||||||||||||||||||||||||
| DMGhits Damage Hits DMGhits defines the number of "hits" that accompany the skill visually and soft DEF/MDEF calculations.
All hits are calculated simultaneously, e.g. Lex Aeterna
will increase the damage of all hits. | 1 | |||||||||||||||||||||||||
| DMGwaves Damage Waves DMGwaves defines the number of "waves" that damage is dealt.
All waves are calculated separately, e.g. Lex Aeterna
will increase the damage of a single wave. | 2 | |||||||||||||||||||||||||
| Cast Time Cast Time Cast Time defines the base time the player must channel the skill. | 0.70 s | |||||||||||||||||||||||||
| Cast Delay Cast Delay Cast Delay defines the base time before the player may cast another skill. | - | |||||||||||||||||||||||||
| Range Range Range defines the applicable range NPCs and (Players) may select a target before casting the skill. | 2 (3) cells | |||||||||||||||||||||||||
| AoE Area of Effect AoEdefines the area of effect for modifying additional objects beyond the initial target. |
3x3 square1 | |||||||||||||||||||||||||
| Element Attack Element Element defines the attack element for elemental modifiers. If "weapon", the skill inherits the weapon element. | weapon | |||||||||||||||||||||||||
| Target Target Method Target defines the skill targeting method, e.g. self [no target], position [cell], or object [monster or player]. | object |

| Skills | ||
|---|---|---|
|
Two Hand Quicken Temporarily increase Two Handed Sword ASPD. |
Two Hand Quicken | 10 |
|
Counter Attack Block and counter the next frontal non-skill melee physical attack with a critical hit. |
Counter Attack | 5 |
|
Bash Attack an enemy to inflict physical damage. |
Bash | 10 |
|
2H Sword Mastery Increase physical damage with Two Handed Swords. |
2H Sword Mastery | 5 |
|
Magnum Break Inflict fire physical damage and knockback to nearby enemies. Distant enemies receive reduced damage. |
Magnum Break | 3 |
Uninterruptible Cast Cast channel is not interrupted by receiving damage. |
Uninterruptible |
| Knockback → Damage |
Attack an enemy to inflict physical damage and knockback to nearby enemies recursively.
| Lv | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| SP Cost | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 |
| DMGatk | 1.40 | 1.80 | 2.20 | 2.60 | 3.00 | 3.40 | 3.80 | 4.20 | 4.60 | 5.00 |
| Knockback | 1 cell | |||||||||
| Recursion | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Bowling Bash is a complex, non-deterministic, and recursive skill. This complexity is enhanced further by "gutter zones", which introduce a position dependent divergent behavior tree. Gutter zones start every 40 cells and extend up to 5 cells north and east.
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| 1 | 2 | 3 | ... | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 |
The initial application of Bowling Bash applies knockback to the enemy parallel to user's last successful movement. Therefore, it is possible for Bowling Bash to knock the enemy towards, away, or tangent to the user. Bowling Bash behavior then diverges dependent on whether the user is within a gutter zone.
If the user is within a gutter zone, the enemy is knocked back one cell for every two skill levels then receives physical damage.
If the user is not within a gutter zone, the enemy is knocked back one cell and detects enemies within a 3x3 square AoE. All enemies that have not been previously detected (including itself) receive physical damage. Other enemies are knocked back 1 cell in a random direction and initiate the recursion anew, detecting enemies within a 3x3 square AoE.
This recursion continues for each enemy tree until a termination condition is met. These conditions include:
It is noteworthy that the gutter zone propagation limitation is only applied to incrementing position values, i.e. north or east, and is not applied to gutter zone transitions of decrementing positional values, i.e. south or west. As an enemy may only be detected once, enemies may receive at most two damage waves per cast regardless of how many recursive AoEs they are included in.
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