Fighting Styles: Difference between revisions
Coalesced Mana proc chance cap added. |
Namae56709 (talk | contribs) Update 91. Need to check arcane blow damage |
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== | ==Any== | ||
The following can randomly trigger whenever the player casts any [[spell]] that costs mana. The chance of the spell triggering depends on how much mana a spell costs compared to the player's base mana (spells cast under Channeling cannot re-trigger it): | |||
*[[Image:channeling.png]] '''Channeling''': You are channeling the mystic forces of the ever-after. Your next spell is powered up by 50%, and costs 1 MP. | |||
**Direct damage and healing spells are 50% stronger. | |||
**[[Spells#Deprecating_Magic|Deprecating]] and [[Spells#Supportive_Magic|supportive]] spell effects (including Regen) last 50% longer. | |||
**Damaging and deprecating spells will always hit their target(s) and will never be resisted. | |||
**Lasts 5 ticks (15 if triggered with a [[Items#Battle_Powerups|Mystic Gem]]). | |||
**Consumed upon casting a spell. | |||
If a player is using a single one-handed weapon (possibly in combination with a [ | The '''estimated''' chance to proc is: | ||
* | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">(spell cost) / (base mana * 1.2)</pre> | ||
==Unarmed== | |||
Since new players begin with no [[weapon]]s, this style was designed for them to be viable fighters until they can obtain and equip one. There are no procs and no [[proficiencies]] related to this style. | |||
*Does Crushing damage. | |||
*Has a native +10 damage bonus. | |||
==One-Handed== | |||
If a player is using a single one-handed weapon (possibly in combination with a [[Shield_(Equipment)|shield]]), they have the chance to proc: | |||
*[[Image:overwhelming_strikes.png]] '''Overwhelming Strikes''' after hitting an enemy | |||
**Increases attack damage by 15% and attack accuracy by 50% for 4 ticks | |||
**20% counter-parry per stack, 5 stacks at maximum (reduces monster's base parry stat by 20% per stack) | |||
**Proc chance, in order of importance, is calculated from One-Handed [[Proficiencies|Proficiency]], Endurance, and Strength. It can be calculated with the following formula: | **Proc chance, in order of importance, is calculated from One-Handed [[Proficiencies|Proficiency]], Endurance, and Strength. It can be calculated with the following formula: | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Overwhelming Strikes Chance''' = 5 + (STR + END) * 0.01 + 1H / 20</pre> | |||
*Proc chance is capped at 30%. | |||
Another proc that can be triggered: a '''Counter-Attack''' on an enemy whose attack has been blocked or parried. | |||
*This is | *This is an attack at current mainhand damage, affected by all the same buffs, with a chance to stun. It cannot crit, proc any other weapon effects or [[Equipment Basics#Elemental Strikes|Elemental Strikes]], or be evaded or parried. | ||
* | *A successful counter will add 5-10% of [[Overcharge]], but only once per turn. | ||
*Proc chance, in order of importance, is calculated from Dexterity, Strength | *The number of Counter-Attacks that can be performed each turn depends on proficiency. | ||
**<100 - one counter | |||
**100-199 - two counters | |||
**>200 - three counters | |||
*Proc chance, in order of importance, is calculated from One-Handed Proficiency, Dexterity, and Strength. It can be calculated with the following formula: | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Counter-Attack Chance''' = 25 + (STR + DEX) * 0.02 + 1H / 10</pre> | |||
*Proc chance is capped at 75%. | |||
== Two-Handed == | ==Two-Handed== | ||
Two-Handed weapons have a chance to proc '''Domino Strikes''' on hit, which will cause splash damage to nearby enemies. When Domino Strikes procs, it will attempt to hit the adjacent enemies and Domino Strikes can proc again to hit the next adjacent enemy, for a maximum of two enemies in each direction from the player. Domino Strikes can proc on dead enemies to hit the next adjacent enemy. | |||
*Domino Strike can reach up to 3 monsters away from the primary target at 100 proficiency (6 enemies splashed at maximum). | |||
*Domino Strikes are not guaranteed hits | *The damage of Domino Strike starts at 75%/60%/40%, increasing by one percentage point for every 10 points of proficiency, capping at 250 proficiency at 100%/85%/65%. | ||
*Domino Strikes are not guaranteed hits, they can still miss or be parried. However, the next enemy in the line can still proc domino strike even if the target enemy miss (unless it's the primary target, in which case no domino strike will proc). | |||
*Proc chance, in order of importance, is calculated from Two-Handed Proficiency, Strength, and Dexterity. It can be calculated with the following formula: | *Proc chance, in order of importance, is calculated from Two-Handed Proficiency, Strength, and Dexterity. It can be calculated with the following formula: | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Domino Strike Chance''' = 40 + (STR + DEX) * 0.02 + 2H / 10</pre> | |||
*Weapon drain effects (Vampire, Banshee, Illithid) and elemental strike effects can only proc on the primary target. Other weapon procs can occur at the normal rate. | |||
*Proc chance is capped at 90%. | |||
*Each successful hit with Domino Strike will add 1% overcharge. | |||
== Dual Wielding == | ==Dual-Wielding== | ||
After making a successful mainhand attack while wielding two one-handed weapons the player will attempt an '''Offhand Strike''', which is an extra attack against the targeted enemy using the player's offhand weapon. | |||
*The offhand weapon's damage bonus is reduced by 20% for any weapon other than a dagger or wakizashi. | |||
*The offhand weapon's accuracy bonus is reduced by 50% for any weapon other than a dagger or wakizashi, for which it is reduced by 20%. | |||
**These penalties are reduced linearly by Dual-Wielding proficiency, with no penalty at 600 proficiency. | |||
*The offhand weapon's parry bonus is increased by 50% for daggers and wakizashis, and by 20% for shortwords. | |||
**All these penalties and bonuses, if any, will be taken into account in the character stats menu. | |||
*Offhand Strikes will also trigger all [[Equipment Basics#Elemental Strikes|elemental strikes]] the offhand weapon has. | |||
*Offhand Strikes have the chance to proc their own weapon proc. | |||
*A successful Offhand Strike will add 5% overcharge. | |||
When a Dual-Wield player uses [[Skills|skill]] [[Skills#Weapon_Skills|Backstab]] on a monster affected by [[Spells#Deprecating_Spells|Blind]], the monster has a chance to be affected by Spreading Poison: | |||
*[[image:Abilities Poison.png]] '''Spreading Poison''': Poison courses through the target's veins. This causes a damage-over-time effect, and eliminates its evade chance. | |||
*Spreading Poison deals consistent damage every tick. The damage is equal to the mainhand weapon's damage, modified by any buffs the player has at the time it is applied. This is unaffected by the monster's mitigations. | |||
*Spreading Poison also lowers the monster's damage mitigation by 10%. | |||
== [ | ==[https://en.wikipedia.org/wiki/Niten_Ichi-ry%C5%AB Niten Ichiryu]== | ||
A special Fighting Style that allows a Wakizashi to be equipped in the offhand with a Katana in the mainhand, bypassing the Katana's two-handed nature. While using Niten Ichiryu, both the Dual-Wielding and Two-Handed proficiencies partially come into play. | |||
*The chance to proc domino strikes are the same as with Two-Handed proficiency. Niten does not gain bonus range or damage from proficiency, unlike 2H. | |||
*Offhand Strikes work the same as with Dual-Wielding, except it will only add 3% overcharge. | |||
*The wakizashi accuracy penalty works the same as with Dual-Wielding. | |||
*The parry bonus from wielding a wakizashi in the offhand is halved to 25%. | |||
*When using this style players earn 50% 2H and 50% DW proficiency. | |||
== Staff == | ==Staff== | ||
The default attack, Arcane Blow, is a physical attack that utilizes the player's physical and magical damage stats. | |||
If the player is wielding a staff, casting a spell on an enemy has a chance to proc: | <pre<includeonly></includeonly> style="overflow:auto;{{{style|}}}">'''Arcane Blow Damage''' = [[Stats#Bases|Physical Damage]] + [[Stats#Bases|Magical Damage]]</pre> | ||
* | |||
If the player is wielding a staff, casting a [[spell]] or using [[Skills#Weapon_Skills|skill]] Concussive Strike on an enemy has a chance to proc: | |||
*[[Image:coalesced_mana.png]] '''Coalesced Mana''': Mystical energies have converged on this target. Striking it with any magic spell will consume only half the normal mana cost (stacks with [[Spirit Stance]]). | |||
**Proc chance can be calculated with the following formula: | **Proc chance can be calculated with the following formula: | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Coalesced Mana Chance''' = 10 + (INT + WIS) * 0.01 + Staff / 20</pre> | |||
*Proc chance is capped at 35%. | *Proc chance is capped at 35%. | ||
*If Coalesced Mana is affecting an enemy, hitting it with | *Duration capped at 5 ticks. | ||
** | *If Coalesced Mana is affecting an enemy, hitting it with Arcane Blow has a chance to proc: | ||
**[[Image:ether_tap.png]] '''Ether Tap''': You are absorbing magicks from shattering the Coalesced Mana surrounding a target. | |||
*** | ***Restores mana equal to 2% of the player's base MP per turn. | ||
**** | ****The restoration effect can be stacked once for double amount of MP restored. | ||
***** | ***Proc chance is based on the staff used. | ||
*** | ***Duration capped at 4 ticks. | ||
*** | ***This removes the effects of Coalesced Mana from the target. | ||
***A killing blow to a target that has Coalesced Mana with Arcane Blow will always trigger Ether Tap. | |||
==See also== | ==See also== | ||
*[[Equipment]] | *[[Equipment Basics]] | ||
*[[Detailed Equip Characteristics]] | |||
*[[Equipment Procs]] | *[[Equipment Procs]] | ||
*[[Proficiencies]] | |||
*[[Skills]] | |||
{{HVnav}} | |||
Latest revision as of 16:59, 13 September 2026
Any
The following can randomly trigger whenever the player casts any spell that costs mana. The chance of the spell triggering depends on how much mana a spell costs compared to the player's base mana (spells cast under Channeling cannot re-trigger it):
Channeling: You are channeling the mystic forces of the ever-after. Your next spell is powered up by 50%, and costs 1 MP.
- Direct damage and healing spells are 50% stronger.
- Deprecating and supportive spell effects (including Regen) last 50% longer.
- Damaging and deprecating spells will always hit their target(s) and will never be resisted.
- Lasts 5 ticks (15 if triggered with a Mystic Gem).
- Consumed upon casting a spell.
The estimated chance to proc is:
(spell cost) / (base mana * 1.2)
Unarmed
Since new players begin with no weapons, this style was designed for them to be viable fighters until they can obtain and equip one. There are no procs and no proficiencies related to this style.
- Does Crushing damage.
- Has a native +10 damage bonus.
One-Handed
If a player is using a single one-handed weapon (possibly in combination with a shield), they have the chance to proc:
Overwhelming Strikes after hitting an enemy
- Increases attack damage by 15% and attack accuracy by 50% for 4 ticks
- 20% counter-parry per stack, 5 stacks at maximum (reduces monster's base parry stat by 20% per stack)
- Proc chance, in order of importance, is calculated from One-Handed Proficiency, Endurance, and Strength. It can be calculated with the following formula:
Overwhelming Strikes Chance = 5 + (STR + END) * 0.01 + 1H / 20
- Proc chance is capped at 30%.
Another proc that can be triggered: a Counter-Attack on an enemy whose attack has been blocked or parried.
- This is an attack at current mainhand damage, affected by all the same buffs, with a chance to stun. It cannot crit, proc any other weapon effects or Elemental Strikes, or be evaded or parried.
- A successful counter will add 5-10% of Overcharge, but only once per turn.
- The number of Counter-Attacks that can be performed each turn depends on proficiency.
- <100 - one counter
- 100-199 - two counters
- >200 - three counters
- Proc chance, in order of importance, is calculated from One-Handed Proficiency, Dexterity, and Strength. It can be calculated with the following formula:
Counter-Attack Chance = 25 + (STR + DEX) * 0.02 + 1H / 10
- Proc chance is capped at 75%.
Two-Handed
Two-Handed weapons have a chance to proc Domino Strikes on hit, which will cause splash damage to nearby enemies. When Domino Strikes procs, it will attempt to hit the adjacent enemies and Domino Strikes can proc again to hit the next adjacent enemy, for a maximum of two enemies in each direction from the player. Domino Strikes can proc on dead enemies to hit the next adjacent enemy.
- Domino Strike can reach up to 3 monsters away from the primary target at 100 proficiency (6 enemies splashed at maximum).
- The damage of Domino Strike starts at 75%/60%/40%, increasing by one percentage point for every 10 points of proficiency, capping at 250 proficiency at 100%/85%/65%.
- Domino Strikes are not guaranteed hits, they can still miss or be parried. However, the next enemy in the line can still proc domino strike even if the target enemy miss (unless it's the primary target, in which case no domino strike will proc).
- Proc chance, in order of importance, is calculated from Two-Handed Proficiency, Strength, and Dexterity. It can be calculated with the following formula:
Domino Strike Chance = 40 + (STR + DEX) * 0.02 + 2H / 10
- Weapon drain effects (Vampire, Banshee, Illithid) and elemental strike effects can only proc on the primary target. Other weapon procs can occur at the normal rate.
- Proc chance is capped at 90%.
- Each successful hit with Domino Strike will add 1% overcharge.
Dual-Wielding
After making a successful mainhand attack while wielding two one-handed weapons the player will attempt an Offhand Strike, which is an extra attack against the targeted enemy using the player's offhand weapon.
- The offhand weapon's damage bonus is reduced by 20% for any weapon other than a dagger or wakizashi.
- The offhand weapon's accuracy bonus is reduced by 50% for any weapon other than a dagger or wakizashi, for which it is reduced by 20%.
- These penalties are reduced linearly by Dual-Wielding proficiency, with no penalty at 600 proficiency.
- The offhand weapon's parry bonus is increased by 50% for daggers and wakizashis, and by 20% for shortwords.
- All these penalties and bonuses, if any, will be taken into account in the character stats menu.
- Offhand Strikes will also trigger all elemental strikes the offhand weapon has.
- Offhand Strikes have the chance to proc their own weapon proc.
- A successful Offhand Strike will add 5% overcharge.
When a Dual-Wield player uses skill Backstab on a monster affected by Blind, the monster has a chance to be affected by Spreading Poison:
Spreading Poison: Poison courses through the target's veins. This causes a damage-over-time effect, and eliminates its evade chance.- Spreading Poison deals consistent damage every tick. The damage is equal to the mainhand weapon's damage, modified by any buffs the player has at the time it is applied. This is unaffected by the monster's mitigations.
- Spreading Poison also lowers the monster's damage mitigation by 10%.
Niten Ichiryu
A special Fighting Style that allows a Wakizashi to be equipped in the offhand with a Katana in the mainhand, bypassing the Katana's two-handed nature. While using Niten Ichiryu, both the Dual-Wielding and Two-Handed proficiencies partially come into play.
- The chance to proc domino strikes are the same as with Two-Handed proficiency. Niten does not gain bonus range or damage from proficiency, unlike 2H.
- Offhand Strikes work the same as with Dual-Wielding, except it will only add 3% overcharge.
- The wakizashi accuracy penalty works the same as with Dual-Wielding.
- The parry bonus from wielding a wakizashi in the offhand is halved to 25%.
- When using this style players earn 50% 2H and 50% DW proficiency.
Staff
The default attack, Arcane Blow, is a physical attack that utilizes the player's physical and magical damage stats.
Arcane Blow Damage = Physical Damage + Magical Damage
If the player is wielding a staff, casting a spell or using skill Concussive Strike on an enemy has a chance to proc:
Coalesced Mana: Mystical energies have converged on this target. Striking it with any magic spell will consume only half the normal mana cost (stacks with Spirit Stance).
- Proc chance can be calculated with the following formula:
Coalesced Mana Chance = 10 + (INT + WIS) * 0.01 + Staff / 20
- Proc chance is capped at 35%.
- Duration capped at 5 ticks.
- If Coalesced Mana is affecting an enemy, hitting it with Arcane Blow has a chance to proc:
Ether Tap: You are absorbing magicks from shattering the Coalesced Mana surrounding a target.
- Restores mana equal to 2% of the player's base MP per turn.
- The restoration effect can be stacked once for double amount of MP restored.
- Proc chance is based on the staff used.
- Duration capped at 4 ticks.
- This removes the effects of Coalesced Mana from the target.
- A killing blow to a target that has Coalesced Mana with Arcane Blow will always trigger Ether Tap.
- Restores mana equal to 2% of the player's base MP per turn.