require("global"); require("weaponskill"); require("modifiers") function onSkillPrepare(caster, target, skill) return 0; end; function onSkillStart(caster, target, skill) --Get Berserk statuseffect local berserk = caster.statusEffects.GetStatusEffectById(223160); --if it isn't nil, remove the AP and Defense mods and reset extra to 0, increase accuracy if berserk != nil then local apPerHit = 20; local defPerHit = 20; if berserk.GetTier() == 2 then apPerHit = 24; end caster.SubtractMod(modifiersGlobal.Attack, apPerHit * berserk.GetExtra()); caster.Add(modifiersGlobal.Defense, defPerHit * berserk.GetExtra()); berserk.SetExtra(0); skill.accuracyModifier = 50; end; return 0; end; --Increased crit rate function onCombo(caster, target, skill) --This is about 25% crit. Don't know if that's what it gave on retail but seems kind of reasonable skill.critRateBonus = 200; end; function onSkillFinish(caster, target, skill, action, actionContainer) --calculate ws damage action.amount = skill.basePotency; --DoAction handles rates, buffs, dealing damage action.DoAction(caster, target, skill, actionContainer); --Try to apply status effect action.TryStatus(caster, target, skill, actionContainer, true); end;