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AoE DMG Specials

Discussion in 'Guides' started by OPhelia, Jul 3, 2017.

  1. OPhelia

    OPhelia Active Member

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    AoE DMG SPECIALSRising / BlazingGrowing
    Light[​IMG][​IMG]
    Wind[​IMG][​IMG]
    Flame[​IMG][​IMG]
    Thunder[​IMG][​IMG]
    • Rising is the predecessor of either the Blazing or Growing form.
    • Rising: Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
    • Blazing: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
    • Growing: Before combat this unit initiates, foes in a wide area near target take damage equal to (unit's Atk - foe's Def or Res).
    • "Element" (Light, Wind, Flame, Thunder): Defines base shape, which stays same 5 fields for Rising and Blazing and gets extended by 4 fields (to 9 fields) for Growing.
    • They all have a Cooldown of 4 in every form at all tiers.
    • They all deal out of combat damage (such as Fury's recoil, Savage Blow, etc.) and thus can't lower an opponent's HP <1 = can't kill.
    • When calculating damage they do not consider in-combat buffs (such as Spur, Drive or Goad skills) because it's processed before combat.
    • The normal attacks after the Special was processed already work on lowering its CD again.
     
    Last edited: Jan 19, 2018
  2. OPhelia

    OPhelia Active Member

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    Almost forgot I did this. lol

    Updated the CD (changed from 5 to 4) and added more additional info based on me just knowing more now.
     
  3. Locky

    Locky Moderator Staff Member

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    Extra fun fact : Wo dao's +10 dmg effect does apply to aoe specials.
     
    OPhelia likes this.

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