May
07
2009
3:39 am

Skills

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1 – 20 of 2284
No. アイコン
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名前
Name
タイプ
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Action
icon SD01 0002a Skills 一分の活泉  パッシブ  特殊  回復  詳細
10 Percent HP Boost  Passive  Special  Recovery  Details
icon SD01 0003a Skills 二分の活泉  パッシブ  特殊  回復  詳細
20 Percent HP Boost  Passive  Special  Recovery  Details
icon SD01 0004a Skills 三分の活泉  パッシブ  特殊  回復  詳細
30 Percent HP Boost  Passive  Special  Recovery  Details
icon SD01 0005a Skills 会心1  パッシブ  特殊  回復  詳細
Satisfaction 1  Passive  Special  Recovery  Details
icon SD01 0006a Skills 息吹の具足  パッシブ  特殊  回復  詳細
Armor Breath  Passive  Special  Recovery  Details
icon SD01 0007a Skills 斬りかかり  アクティブ  斬撃  アタック  詳細
Slash  Active  Slash  Attack  Details
icon SD01 0008a Skills 突き刺し  アクティブ  突撃  アタック  詳細
Thrust  Active  Pierce  Attack  Details
icon SD01 0009a Skills 殴り  アクティブ  打撃  アタック  詳細
Punch  Active  Blunt  Attack  Details
icon SD01 0010a Skills 二段蹴り  アクティブ  打撃  アタック  詳細
Double Kick  Active  Blunt  Attack  Details
10  icon SD01 0011a Skills ついばみ  アクティブ  突撃  アタック  詳細
Peck  Active  Pierce  Attack  Details
11  icon SD01 0012a Skills 二段斬り  アクティブ  斬撃  アタック  詳細
Double Slash  Active  Slash  Attack  Details
12  icon SD01 0013a Skills 獣の爪  アクティブ  斬撃  アタック  詳細
Claw  Active  Slash  Attack  Details
13  icon SD01 0014a Skills 猛る牙  アクティブ  突撃  アタック  詳細
Gnaw  Active  Pierce  Attack  Details
14  icon SD01 0015a Skills タックル  アクティブ  突撃  アタック  詳細
Tackle  Active  Pierce  Attack  Details
15  icon SD01 0016a Skills テイルウィップ  アクティブ  打撃  アタック  詳細
Tail Whip  Active  Blunt  Attack  Details
16  icon SD01 0017a Skills 殴り(チュートリアル用)  アクティブ  打撃  アタック  詳細
Punch (Tutorial Use)  Active  Blunt  Attack  Details
17  icon SD01 0018a Skills エイトエンド  アクティブ  打撃  アタック  詳細
Eight End  Active  Blunt  Attack  Details
18  icon SD01 0019a Skills 零距離放電  アクティブ  電撃  アタック  詳細
Point-Blank Discharge  Active  Electric  Attack  Details
19  blank Skills ヴァジュラの裁き  アクティブ  電撃  アタック  詳細
Varja’s Judgment  Active  Electric  Attack  Details
20  blank Skills レーヴァテインの薙ぎ  アクティブ  火炎  アタック  詳細
Laevateinn’s Beatdown  Active  Fire  Attack  Details
|< << 1~20件目 / 約2284件 >> >|
1 – 20 of 2284

How to read these tables:

  1. Have a basic concept of how damage calculation is done in Imagine. See the calculation page for details.
  2. The reduction from speed/int/vit don’t reduce animation speed, so do take this into consideration if you’re aiming for a low cast speed build.
  3. The “stun” listed on the tables don’t refer to the effect produced by zan/stun dodge.

    Think of it in terms of a fighting game; after a mob/PC takes a certain amount of damage, they get knockback. i.e.. Most mobs get knocked back after receiving 6s total of stun damage.

    Stun also governs how long a mob/player gets “locked out”.

    e.g. When player A is still in the midst of doing a 3 hit basic attack chain on a jack frost, frost gains “stun damage” for each hit that player A do. Until the “stun damage” fades, Player B cannot attack the same Jack Frost.
  4. Stun is also the “stat” that determines how many hits it takes before a basic/combo attack knocks an enemy away.

    The skill itself doesn’t actually have a limit, which is why you are able to do 4 hits with a basic combo, if you let some of the “stun damage” fade off from the mob.

    Some mobs have a higher stun damage tolerance, which is why things in Ichigaya boss room are harder to knockback.
  5. After a mob is knocked back, the stun effect of the last attack that caused the knockback is used to determine how long the mob is “locked out”
  6. Certain skills ignore stun, namely spin/shot skills.
  7. Certain skills always cause knockback no matter how much stun damage it cause, namely spin/AE destructive magic.
  8. Mobs/players that void knockback, void stun damage as well.
  9. Stack determines how many times the skill can be used, after it has been charged/casted. e.g. Big Wheel has a stack of 2, which is why it can hit twice per activation.

    Certain items/skills can affect the stack amount. e.g. The skill from Chiaki’s costume adds +2 stack to all skills.
  10. Cave do randomly change the attribute of skills, and most of the time, these changes are not reflect in the patch notes.
Written by 大霊母Finella in: Anime and Manga |

20 Comments »

  • Dra31Xus says:

    Got them all I believe. PS: For combo attack, is it really that bad that you gotta spell it as Comco?

    Attack Table:
    Comco Attack => Combo Attack

    Spin Table:
    Cresent-Moon Slash => Crescent Slash; Shadow-Sewing Screw => Shadowy Spiral Weave; Big Wheel => Giant Swing

    Rush Table:
    Suicide => Self-Explosion

    Rapid Table:
    Bee-Hive Rapid=> Bullet-Ridden Pit

    Destruction Table:
    Maha are all translated as ma: maha ragi => maragi, mabufu, mazio, mazan; Agirao => Agilao, Bufura => Bufula, Jionga => Zionga, maha ragion => maragion, mabufula, mazionga, mazanma; Megidola => Megidora, Megidolaon => Megidoraon

    Magic Bullet:
    Amnesia Bullet Hole => Forgetful Bullet Hole; Charming Bullet Hole => Enchanting Bullet Hole; Silencing Bullet Hole => Spell Mute Bullet Hole; Flaming Bullet Hole => Scorching Bullet Hole; Shocking Bullet Hole => Thundering Bullet Hole

    Demo Dash Table:
    Sonic Screw => Sonic Through

  • a says:

    Enchanting Bullet Hole is still named Charming Bullet Hole in the Note column.

  • Alca says:

    Hmm I’m pretty sure Long Range Shot (Shot) has a longer range than Arm Snipe (MB).

    • 大霊母Finella says:

      It’s the same. Pretty easy to test this out on things that hardly move. e.g. nightmare specter/laughing skulls.

      • Alca says:

        Wow, such a useless move then! lol

        Oh, new Aeria translations:

        Attack:
        Disarming Attack = Armor Break
        Active Attack = Gatling Strike

        Spin:
        Trinity Radar = Three Step Crescent Moon
        Maelstrom = Dragon Sweep (Strong)

        Rush:
        Tyrant’s Jaw = Tyrannical Jaw
        Weapons of the Imperial Beast = Blade of the King Beast
        Huge Cut = Vulcan Hit (Strong)

        Shot:
        Spiral Shot = Pierce Shot
        Double Shot = Heartbreaker

        Rapid:
        Seven Samurai = Magnificent 7
        Heavy Sonic Trigger = 13 Shots to Hell
        Concentration Burst = Qi Shot
        Blast Trigger = Trigger Happy (Strong)

        • 大霊母Finella says:

          Think I’ll just put up a new column called “Aeria’s Mistranslation” on the tables…

          13 shots to hell for heavy sonic trigger is stupid since heavy sonic trigger hits 14 times…

          Ah well, thanks for the feedback.

  • Alca says:

    Rush table: cooldown and cast time switcheroo

    • 大霊母Finella says:

      Fixed. Thanks.

      Still too lazy/lack of time to reformat the table with Aeria’s translation. Will do it… eventually.

  • Katze says:

    Just a question. Is it possible that the Class 7 multi-rush can’t be interrupted by normal attacks?

  • Cephu says:

    Is it just me or does class 8 attack have a longer animation time than other attacks? I was spamming class 8 attack and class 0 on nightmare spectors and the numbers seemed to appear slower when i used class 8. I was using a mace by the way.

  • Tslv says:

    I wonder, why magic bullet just raise 107% for element shot but DD raise max 250% for rush… Just bcz magic bullet gunner can make status ailment with long range? Really with this damage, magic bullet gunner is the lowest damage maker in this game.

  • Alca says:

    Are you reworking this section? At the moment some of the skill details are mismatched.

    • 大霊母Finella says:

      You were probably visiting the pages when the static cache was being regenerated with the contents of yesterday’s patch.

  • JudgementStar says:

    Could you elaborate on the Dream Eater spell? :o Thanks

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