MP Cost: 100
Damage Type: Physical
Game Description: "Shoot the target with stronger power. The charge time reduces as the skill levels up. Chance to inflict [Tumble] on the target. Critical rate increases on Slowed targets."
Base Skill Multiplier: 1.25 + 0.05 * Skill Level
Base Skill Constant: 50 + 8 * Skill Level
Combo starter: yes
Combo mid: yes
Hit Count: 1 hit
Maximum Cast Range: 16m
Skill Effect:
- This skill has an innate Motion Speed penalty of (155 - 10.5 * Skill Level)%;
the penalty is applied as follows:
Power Shot Animation Time Modifier = Animation Time Modifier * (1 + Motion Speed penalty/100)
- This skill gains Critical Rate +(5* Skill Level)
Ailment: Tumble
Base Ailment Chance: 20% + (3 * Skill Level)%
Ailment Duration: 3 seconds
Ailment Cooldown:
- 3 seconds (Easy and Normal)
- 6 seconds (Hard)
- 12 seconds (Nightmare)
- 18 seconds (Ultimate)
Footnotes:
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
MP Cost: 200
Damage Type: Physical
Game Description: "Consecutively shoot at a point. The damage dealt increases attack by attack."
Base Skill Multiplier: 0.25 + 0.05 * Skill Level; multiplier for each hit
Base Skill Constant: 30 + 4 * Skill Level; constant for each hit
Combo starter: yes
Combo mid: yes
Hit Count: 3 hits; dodge, Evasion, Guard, Anticipate, Guard Break and critical calculations are done for the first hit, then copied for the other hits; the rest of damage calculation is done for each hit
Maximum Cast Range: 12m
Skill Effect:
This skill has Physical Pierce +(4 * Skill Level)% on the second hit
Physical Pierce +(8 * Skill Level)% on the third hit
Footnotes:
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
MP Cost: 300
Damage Type: Physical
Game Description: "Shoot a lot of arrows to the sky. The arrows fall down at intervals and deal damage."
Base Skill Multiplier:
- Multiplier for each hit
(level 1) = 1
(levels 2 and 3) =1.1
(levels 4 and 5) = 1.15
(levels 6 and 7) = 1.2
(levels 8 and 9) = 1.25
(level 10) = 1.3
Base Skill Constant:
- Constant for each hit
(levels 1 and 2) = 60
(levels 3 and 4) = 70
(levels 5 and 6) = 80
(levels 7 and 8) = 90
(levels 9 and 10) =100
Combo starter: yes
Combo mid: yes
Hit Count:
(levels 1 and 2) = 1 hit
(levels 3 to 5) = 2 hits
(levels 6 to 8) = 3 hits
(levels 9 and 10) = 4 hits
{damage calculation is done for each hit}
Maximum Cast Range: 12m
Hit Range:(radius)
around position of target when the skill is cast
(levels 1 to 3) = 1.5m
(levels 4 to 6) = 2m
(levels 7 to 9) = 2.5m
(level 10) = 3m
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
- Triple Thrust's Skill Constant buff is divided by the Hit Count
MP Cost: 400
Damage Type: Physical
Game Description: "Snipe a weak point. The charge time decreases as the skill levels up. Chance to inflict [Armor Break]. 100% chance to hit Blind targets."
Base Skill Multiplier: 7 + 0.1 * Skill Level
Base Skill Constant: 300 + 10 * Skill Level
Combo starter: yes
Combo mid: yes
Hit Count: 1 hit
Maximum Cast Range: 16m
Charge Time:
(levels 1 and 2) = 5 seconds
(levels 3 and 4) = 4 seconds
(levels 5 to 7) = 3 seconds
(levels 8 and 9) = 2 seconds
(level 10) = 1 second
Skill Effect:
- This skill gains the Perfect Aim attribute when the target has the Blind ailment
- This skill has a total Critical Rate penalty of (75 - 5 * Skill Level)%;
the penalty is applied as follows:
Snipe Critical Rate = Total Critical Rate * (1 - Critical Rate penalty/100)
Ailment: Armor Break
Base Ailment Chance: 50% + (2 * Skill Level)%
Ailment Duration: 5 seconds
Ailment cooldown:
- 3 seconds (Easy and Normal)
- 6 seconds (Hard)
- 12 seconds (Nightmare)
- 18 seconds (Ultimate)
Footnotes:
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
- Has Dual Element attribute (gets extra element from Arrow sub)
MP Cost: 400 (buff cast)/ 0 (attack cast)
Damage Type: Physical
Game Description: "Charge Skill (5 Levels). Attack toward a target and deal damage in a straight line. Power increases as the charge level increases and add an attack. Add another attack by meeting certain conditions."Main Hit Skill Multiplier: (4 + 0.5 * Skill Level) * number of charges
Additional Hits Skill Multiplier: 2; skill multiplier for each hit
Decoy Hit Skill Multiplier: (0.8 + 0.1 * Skill Level) * number of charges
Main Hit Skill Constant: 300 + 10 * Skill Level
Additional Hits Skill Constant: 300 + 10 * Skill Level; constant for each hit
Decoy Hit Skill Constant: 60 + 2 * Skill Level
Hit Count: 1 hit (Main Hit and Decoy Hit); number of charges - 1 (Additional Hits); damage calculation is done for each hit
Maximum Cast Range:
Buff cast: Unlimited
Attack cast: 12m
Hit Range: Length of 100m and radius of 1m; from the caster's position (Main Hit)/ main target (Additional Hits)/ length of 100m and radius of 1m; from the decoy's position (Decoy Hit)
Skill Effect:
- If you use the attack cast while you have no charges, it will fizzle (and your avatar will look puzzled)
- This skill will add an additional hit if a decoy from Decoy Shot is active
- If the attack cast has the same Combo Tag as the buff cast did, the Combo Tag of the attack cast will be ignored
- The Combo Multiplier carries over from the buff cast; this takes into account if the attack cast's Combo Tag is ignored;
the total Combo Multiplier is calculated as follows:
Cross Fire Total Combo Multiplier = Attack Cast Combo Multiplier + Buff Cast Combo Multiplier - 100
Buff Effect:
- The next cast of Cross Fire becomes 0 MP
- Gains charges over time, starting at 0 charges
Maximum charge limit-
(levels 1 to 3) = 2
(levels 4 to 6) = 3
(levels 7 to 9) = 4
(level 10) = 5
Time for each charge:
(first charge) = 1 second
(second charge) = 2 seconds
(third charge) = 5 seconds
(fourth charge) = 10 seconds
(fifth charge) = 17 seconds
Buff Duration: Until you cast Cross Fire again OR until you get hit if you have no charges
Footnotes:
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
- The current charge must be completed before proceeding to the next charge
- If you get hit, the skill will stop charging; if you get hit while you have no charges, the buff is removed
- Gets extra damage from elemental Arrow sub
MP Cost: 100
Damage Type: Physical
Game Description: "Shoot with sticky liquid. Water element attack. Dual Element with Arrow. Chance to inflict [Slow Down] on the target."
Element: Water; has Dual Element attribute (gets extra element from Arrow sub)
Base Skill Multiplier: 1 + 0.05 * Skill Level
Base Skill Constant: 50 + 5 * Skill Level
Hit Count: 1 hit
Maximum Cast Range: 14m
Ailment: Slow
Base Ailment Chance: 50% + (2 * Skill Level)%
Ailment Duration: 10 seconds
Ailment Cooldown:
- 3 seconds (Easy and Normal)
- 6 seconds (Hard)
- 12 seconds (Nightmare)
- 18 seconds (Ultimate)
Footnotes:
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
- Gets extra damage from elemental Arrow sub
MP Cost: 300
Damage Type: Physical
Game Description: "Shoot the target with a paralysis poison. Wind element attack. Dual Element with Arrow. Chance to inflict [Paralysis] on the target. Increase your Stability for a while."
Element: Wind; has Dual Element attribute (gets extra element from Arrow sub)
Base Skill Multiplier: 1.1 + 0.05 * Skill Level
Base Skill Constant: 100 + 20 * Skill Level
Hit Count: 1 hit
Maximum Cast Range: 14m
Buff Effect: Stability +(Skill Level)%
Buff Duration: 10 seconds
Ailment: Paralysis
Base Ailment Chance: 50% + (2 * Skill Level)%
Ailment Duration: 10 seconds
Ailment Cooldown:
- 3 seconds (Easy and Normal)
- 6 seconds (Hard)
- 12 seconds (Nightmare)
- 18 seconds (Ultimate)
Footnotes:
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
- Gets extra damage from elemental Arrow sub
MP Cost: 500
Damage Type: Physical
Game Description: "An attack with a smokescreen. Dark element attack. Dual Element with Arrow. Chance to inflict [Blind] on the target. Increases accuracy rate for a while."
Element: Dark; has Dual Element attribute (gets extra element from Arrow sub)
Base Skill Multiplier: 1.2 + 0.05 * Skill Level
Base Skill Constant: 200 + 30 * Skill Level
Hit Count: 1 hit
Maximum Cast Range: 14m
Buff Effect: Accuracy +(Skill Level²/2 + 5 * Skill Level)
Buff Duration: 10 seconds
Ailment: Blind
Base Ailment Chance: 50% + (2 * Skill Level)%
Ailment Duration: 10 seconds
Ailment Cooldown:
- 3 seconds (Easy and Normal)
- 6 seconds (Hard)
- 12 seconds (Nightmare)
- 18 seconds (Ultimate)
Footnotes:
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
- Gets extra damage from elemental Arrow sub
MP Cost: 700
Damage Type: Physical
Game Description: "Attack a target's arm and reduce its attack power. The base element is Neutral and it has Dual Element(Arrow). Chance to inflict [Lethargy]."
Element: Neutral; has Dual Element attribute (gets extra element from Arrow sub)
Base Skill Multiplier: 1.3 + 0.05 * Skill Level
Base Skill Constant: 300 + 40 * Skill Level
Hit Count: 1 hit
Maximum Cast Range: 14m
Ailment: Lethargy
Base Ailment Chance: 50% + (2 * Skill Level)%
Ailment Duration: 10 seconds
Ailment Cooldown:
- 3 seconds (Easy and Normal)
- 6 seconds (Hard)
- 12 seconds (Nightmare)
- 18 seconds (Ultimate)
Weapon used | Extra Enhancement: |
![]() | Skill Multiplier +3 Lethargy chance +20% |
![]() | Skill Multiplier +3.5 Lethargy chance -20% |
Footnotes:
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
- Gets extra damage from elemental Arrow sub
MP Cost: 0
Skill Type: Passive
Game Description: "Get better at using bows and bowguns. ATK of Bows and Bowguns increases."
Passive Effect:
Weapon ATK +(3 * Skill Level)%;
ATK +1% (levels 1 and 2)
ATK +2% (levels 3 to 7)
ATK +3% (levels 8 to 10)
MP Cost: 400
Skill Type: Buff
Game Description: "Hide yourself and turn Aggro away. Certain attacks don't get Aggro after this skill."
Buff Effect: For the next (Skill Level) auto attacks and attacking skills, you will not gain aggro
Buff Duration: (Skill Level) auto attacks and/or attacking skills
- Support skills and non-attacking skills (including Sneak Attack itself) will still draw aggro, but they will not decrease the attack/attacking skill count.
- Available with all weapons
MP Cost: 0
Skill Type: Passive
Game Description: "You become good at attacking from distance. Damage dealt from 8 meters or more increases."
Passive Effect: Increases the damage of all skills that have a Maximum Cast Range of 8m or higher by (Skill Level)%
Footnotes
- Some skills are unaffected
MP Cost: 0
Skill Type: Passive
Game Description: "Quickly prepare for the next move. Chance to restore MP a little when succeeding in attacking with a skill."
Passive Effect: Whenever an attacking skill that consumes MP is used, you have a (3 * Skill Level)% chance to recover 100 MP
Footnotes:
- Support skills, non-attacking skills, and attacking skills that do not consume MP will not activate this skill. This includes the effects of combo tags and MP Cost modifiers.
- Available with all weapons
MP Cost: 400
Skill Type: AMPR Buff
Game Description: "Generate a clone and make it attack. The clone attacks enemies attacking within the range. The clone's attack is normal attack but it has no proration."
Base Cast Time: 1 second; affected by Cast Speed
Maximum Cast Range: Theoretically infinite (limited to 100m)
Skill Effect:
- Places a decoy that auto attacks as long as the main target is within its range; full Attack MP Recovery and Aggro applies, but the decoy doesn't prorate
- The decoy will attack based on your Attack Speed, but has a minimum auto attack delay of 0.001 seconds
- Duration:
(level 1) = 10 seconds
(level 2) = 12 seconds
(level 3) = 14 seconds
(level 4) = 18 seconds
(level 5) = 22 seconds
(level 6) = 28 seconds
(level 7) = 34 seconds
(level 8) = 42 seconds
(level 9) = 50 seconds
(level 10) = 60 seconds
Decoy Auto Damage Type: Neutral
Decoy Auto Element: Neutral
Decoy Auto Multiplier: 0.2 + 0.08 * Skill Level
Decoy Hit Count: 1 hit
Decoy Hit Range: Defaults to the weapon's Auto Attack Max Range
Footnotes:
- The decoy's Decoy Auto Multiplier is unaffected by auto attack damage increasing effects
- The decoy is affected by Combo Tag effects when you cast Decoy Shot in a combo
- Dual Swords benefit from their doubled Attack MP Recovery on the decoy, but the damage only scales with their main hand ATK
- The decoy will only attack the mob/boss you are targeting- The skill and the decoy bypass Sneak Attack's effect
- Power Wave DOES NOT affect the decoy's range
- The decoy will be affected by Attack MP Recovery changes even while active, but the skill must be recast for the decoy to be affected by Attack Speed changes
- For non-bow and non-bowgun user, if decoy is hit by an AOE it's auto-attack delay is increased by 1 sec (for each hit) for next auto-attack. Maximum delay is 3 sec ( 3 hits by AOE)
- Available with all weapons
MP Cost: 200
Damage Type: Physical - Physical Proration
Game Description: A shot skill that pierces through a strong armor. It's a unique attack with a high critical rate, but low accuracy. If it hits the target right, the tap time to break monster's part will be extended.
Base Skill Multiplier: 0.12 + 0.06 * Skill Level;
Base Skill Constant: 150 + 5 * Skill Level;
Combo starter: yes
Combo mid: yes
Activation range: 14m
Skill effect:
- This skill can extend tap break time: Floor (skill level/2),
- 1 seconds (Level 1 - Level 2)
- 2 seconds (Level 3 - Level 4)
- 3 seconds (Level 5 - Level 6)
- 4 seconds (Level 7 - Level 8)
- 5 seconds (Level 9 - Level 10)
Level 10 = additional 5 second tap time. {If skill attack hit as graze, it still extend the tap time}
- This skill has innate Critical Rate +(10* Skill Level)
- This skill has 25% physical pierce at level 10
Footnotes:
- This skill is affected by Whack, Long Range and Short Range Damage/Long Range Damage stats
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