//< 技能暴击伤害
 static public float SkillCritDamage(Unit atker, Unit target, float parm1, float parm2)
 {
     float targetReduceAtk = target.GetReduceAtk();
     //< 忽略防御
     if (atker.hasState((int)GlobalDef.UnitState.State_IngoreDefense))
     {
         StateParams reflectParam = atker.getStateParam((int)GlobalDef.UnitState.State_IngoreDefense);
         float val = reflectParam.fvalue;
         val /= 100;
         targetReduceAtk = targetReduceAtk * (1 - val);
     }
     float val1 = (atker.GetAtk() * (1 - targetReduceAtk) * parm1 / 100 + parm2) * atker.GetCritical() + atker.GetRealAttack() * (1 - target.GetReduceRealAttack());
     return val1;
 }