Skills
| |< | << | 1~20件目 / 約2284件 | >> | >| |
| 1 – 20 of 2284 |
| No. | アイコン Icon |
名前 Name |
タイプ Type |
相性 Affinity |
行動 Action |
|
|---|---|---|---|---|---|---|
| 1 |
|
一分の活泉 | パッシブ | 特殊 | 回復 | 詳細 |
| 10 Percent HP Boost | Passive | Special | Recovery | Details | ||
| 2 |
|
二分の活泉 | パッシブ | 特殊 | 回復 | 詳細 |
| 20 Percent HP Boost | Passive | Special | Recovery | Details | ||
| 3 |
|
三分の活泉 | パッシブ | 特殊 | 回復 | 詳細 |
| 30 Percent HP Boost | Passive | Special | Recovery | Details | ||
| 4 |
|
会心1 | パッシブ | 特殊 | 回復 | 詳細 |
| Satisfaction 1 | Passive | Special | Recovery | Details | ||
| 5 |
|
息吹の具足 | パッシブ | 特殊 | 回復 | 詳細 |
| Armor Breath | Passive | Special | Recovery | Details | ||
| 6 |
|
斬りかかり | アクティブ | 斬撃 | アタック | 詳細 |
| Slash | Active | Slash | Attack | Details | ||
| 7 |
|
突き刺し | アクティブ | 突撃 | アタック | 詳細 |
| Thrust | Active | Pierce | Attack | Details | ||
| 8 |
|
殴り | アクティブ | 打撃 | アタック | 詳細 |
| Punch | Active | Blunt | Attack | Details | ||
| 9 |
|
二段蹴り | アクティブ | 打撃 | アタック | 詳細 |
| Double Kick | Active | Blunt | Attack | Details | ||
| 10 |
|
ついばみ | アクティブ | 突撃 | アタック | 詳細 |
| Peck | Active | Pierce | Attack | Details | ||
| 11 |
|
二段斬り | アクティブ | 斬撃 | アタック | 詳細 |
| Double Slash | Active | Slash | Attack | Details | ||
| 12 |
|
獣の爪 | アクティブ | 斬撃 | アタック | 詳細 |
| Claw | Active | Slash | Attack | Details | ||
| 13 |
|
猛る牙 | アクティブ | 突撃 | アタック | 詳細 |
| Gnaw | Active | Pierce | Attack | Details | ||
| 14 |
|
タックル | アクティブ | 突撃 | アタック | 詳細 |
| Tackle | Active | Pierce | Attack | Details | ||
| 15 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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:
- Have a basic concept of how damage calculation is done in Imagine. See the calculation page for details.
- 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.
- 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. - 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. - 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”
- Certain skills ignore stun, namely spin/shot skills.
- Certain skills always cause knockback no matter how much stun damage it cause, namely spin/AE destructive magic.
- Mobs/players that void knockback, void stun damage as well.
- 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. - Cave do randomly change the attribute of skills, and most of the time, these changes are not reflect in the patch notes.
20 Comments »
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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
I’ll update it later.
Enchanting Bullet Hole is still named Charming Bullet Hole in the Note column.
Edited, thanks.
Hmm I’m pretty sure Long Range Shot (Shot) has a longer range than Arm Snipe (MB).
It’s the same. Pretty easy to test this out on things that hardly move. e.g. nightmare specter/laughing skulls.
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)
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.
Rush table: cooldown and cast time switcheroo
Fixed. Thanks.
Still too lazy/lack of time to reformat the table with Aeria’s translation. Will do it… eventually.
Just a question. Is it possible that the Class 7 multi-rush can’t be interrupted by normal attacks?
It can be interrupted as normal.
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.
Sorry, I meant nightmare chatterskulls(the ones that void phys attacks most of the time)
Might be, might not be. Kind of hard to test…
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.
Are you reworking this section? At the moment some of the skill details are mismatched.
You were probably visiting the pages when the static cache was being regenerated with the contents of yesterday’s patch.
Could you elaborate on the Dream Eater spell? :o Thanks
250 mod, does mystical damage to all sleeping enemy within a 30 yard distance.
Heals caster 50% of the damage done.