Kokotewa

Skill Info

Bowling Bash [MS_BOWLINGBASH 8203]
Summary
Max Lv
Max Lv
Max Lv defines the skill max level.
10
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.
2.50 s
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
Mercenary#swordman Prerequisites
Skills
No skill prerequisites
Mechanics
Uninterruptible Cast
Cast channel is not interrupted by receiving damage.
Uninterruptible
Knockback → Damage
Knockback is applied before damage (Pneuma and Safety Wall context).
Knockback → Damage
Description

Attack an enemy to inflict physical damage and knockback to nearby enemies recursively.

Advancement
Lv12345678910
SP Cost13141516171819202122
DMGatk1.401.802.202.603.003.403.804.204.605.00
Knockback1 cell
Recursion0123456789
Detail

Unlike the player version of this skill, it has a modified cast delay.

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.

49
48
47
46
45
44
43
42
41
40
39
...
3
2
123 ...3940 414243 444546 474849

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:

  • The enemy knockback is prevented by terrain
  • The enemy encounters a gutter zone of an incrementing position value
  • The recursion counter exceeds the recursion limit (scales with skill level)

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.

Monsters
msql22.4 ms
html0.7 ms

Ragnarok Online © Gravity Corp. & Lee Myoungjin
Kokotewa ©