| Turn Undead [PR_TURNUNDEAD 77] |
| Max Lv Max Lv Max Lv defines the skill max level. | 10 |
|---|---|
| SP Cost SP Cost SP Cost defines the skill SP cost. | 20 |
| 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. | 1 |
| Cast Time Cast Time Cast Time defines the base time the player must channel the skill. | 1.00 s |
| Cast Delay Cast Delay Cast Delay defines the base time before the player may cast another skill. | 3.00 s |
| Range Range Range defines the applicable range NPCs and (Players) may select a target before casting the skill. | 5 (6) cells |
| Element Attack Element Element defines the attack element for elemental modifiers. If "weapon", the skill inherits the weapon element. | holy |
| Target Target Method Target defines the skill targeting method, e.g. self [no target], position [cell], or object [monster or player]. | object |

| Skills | ||
|---|---|---|
|
Lex Divina Rebuke an enemy to inflict silence by chance. |
Lex Divina | 3 |
|
Resurrection Revive a non-decay dead player. |
Resurrection | 1 |
No Boss Efst Skill effects are ineffective against boss monsters. |
No Boss Efst |
Ignore Magic Defense Damage is not reduced by MDEF. |
Ignore MDEF |
Attack a decay enemy to inflict holy magic damage. Damage inflicted is equal to enemy HP by chance. Ignores MDEF.
| Lv | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| OHKO | 2% chance | 4% chance | 6% chance | 8% chance | 10% chance | 12% chance | 14% chance | 16% chance | 18% chance | 20% chance |
The success chance to inflict damage equal to the enemy's HP scales with the user's INT, LUK, base level, skill level, and the enemy's relative HP. On failure, inflict damage that scales with the user's INT, base level, and skill level instead. Against boss monsters, Turn Undead always fails.
success_chance = min(70, 2 * turn_undead_lv + int / 10 + luk / 10 + base_lv / 10 + 20 * (1 - hpenemy / max_hpenemy)) # Success dmg = hpenemy # Failure dmg = base_lv + int + 10 * turn_undead_lv
For example, consider Turn Undead 10 cast against an Evil Druid monster by a level 80 player with 90 INT and 40 LUK.
success_chance = min(70, 2 * 10 + (90 + 40 + 80) / 10 + 20 * (1 - 1 / 1)) # Success; 41% dmg = 16,506 # 33,012 post elemental multiplier # Failure; 59% dmg = 270 # 540 post elemental multiplier
If the previous attempt were to fail, their next attempt would have a higher probability of success due to the enemy's decreased HP.
success_chance = min(70, 41 + 20 * (1 - 0.967)) # Success; 41.654% dmg = 15,966 # 31,932 post elemental multiplier # Failure; 58.346% dmg = 270 # 540 post elemental multiplier
msql | 21.9 ms |
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html | 0.5 ms |
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