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− | ''Precision is the pinnacle practice for those who are trained in the art of war. <includeonly>[[Precision |Read more ..]]</includeonly><noinclude>
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− | [[category:UserManual]]
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− | The warrior specializing in precision can perform a variety of special abilities that mostly are defensive in nature - but can be used to quickly and honorably defeat the toughest of opponents.
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− | ==Training==
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− | Training precision on Sanctuary works like all of the other skills, and can be trained by casting any of the spell abilities.
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− | == Precision-based enhancements==
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− | The Champion receive several passive benefits based on their Precision proficiency.
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− | {| class="wikitable" style="width: 100%;"
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− | |-
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− | !Passive Ability
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− | !Description
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− | |- style="vertical-align:top;"
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− | |Parrying
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− | |A character with Precision as well as the Parrying skill will be able to block with a weapon, though their defense chance with an actual Shield is lowered as they progress as a Champion. Chance to block can be calculated using the formulas on the Parrying page. The Evasion ability (see below) will further enhance your ability to parry with weapons as well as avoid direct spell damage.
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− | |- style="vertical-align:top;"
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− | |Perfection
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− | |Perfection is an ability that grants a damage bonus dependent on the amount of consecutive hits you deal to a certain target. It is not activated directly; in order to use it you must have at least 50 Bushido skill points and then Honor a target creature. Perfection may not be used against other players.
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− | Once this is done, every successful blow will increase your perfection while a miss will lower it. As your level increases, each strike will deal more and more damage (to a maximum of a 100% bonus at the highest level), so the use of equipment with a Hit Chance Increase bonus is desirable. The Bushido ability Lightning Strike is also useful for sustaining a combo.
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− | If you defeat your target while at the highest level of perfection, you will regain some Hit Points, Stamina and Mana.
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− | <s>Your effective Luck level is also boosted by ten percent of your squared perfection score. At its maximum, this score is 100, so therefore the best luck bonus is (100^2)/10 = 1000.</s>
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− | Once the target creature is slain, you lose all perfection and must start over when you honor the next. Originally, perfection could also be used against players, however a later publish removed the ability to Honor them.
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− | |- style="vertical-align:top;"
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− | |War Mount (Lesser Hiryu)
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− | |At 90 skill, it becomes possible to use Precision in place of Animal Taming for the purpose of controlling and riding Lesser Hiryus, Nightmare, Unicorn, War Steed.
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− | |}
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− | =Spell Abilities=
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− | {| class="wikitable" style="width: 100%;"
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− | !Spell
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− | !Mana
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− | !Minimum Skill
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− | !Duration
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− | !Area of Effect
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− | !Description
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− | |Honorable Execution
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− | |0
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− | |25.0
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− | |6 to 10 seconds
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− | |Caster
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− | |A killing move, successful use imparts a 10 second [[Swing Speed Increase]] of 0.25s and restores roughly 8 to 10 [[Hit Points]], adjusted upwards per level of [[Perfection]].{{Line Break}}An unsuccessful use yields a 6 second loss of all [[Resisting Spells|Magic Resistance]] and all other [[Resistances]] are reduced by 40.
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− | |Counter Attack
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− | |5
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− | |40.0
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− | |Next successful [[Parrying|parry]]
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− | |Caster
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− | |Places you in a defensive stance that allows you to automatically counter attack the next time you successfully parry, without interrupting your normal swing timer. The Counter Attack takes normal hit and miss ratios into account, and therefore can miss.
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− | |-
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− | |Lightning Strike
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− | |10 (This was changed from 5 in [[Publish 71]])
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− | |50.0
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− | |Instant
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− | |Caster
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− | |Allows a single attack with a 50% [[Hit Chance Increase]]. The HCI cap of 45% applies. However, if under the effects of a [[Hit Lower Attack]], the full 50% bonus is enjoyed. (The bonus can overcome the effects of Hit Lower Attack.) Also, some hits under the effect of a Lighting Strike will be deemed [[Critical Hit]]s and will do extra damage.
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− | |Confidence
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− | |10
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− | |25.0
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− | |4
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− | |Caster
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− | |A defensive stance that allows [[Stamina]] and [[Hit Points]] gain with each successful [[Parrying|parry]]. Each such parry will heal 1 to ([[Bushido]] / 12) hit points, and refresh stamina for 1 to (Bushido / 5).
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− | Also increases [[Stamina Regeneration|stamina]] and [[Hit Point Regeneration]] rate for 4 seconds upon activation. The increased rate is halted if hit during the 4 second duration.
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− | <math>Max HP Healed=\frac{Bushido^2}{576}+15\!</math>
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− | |-
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− | |Evasion
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− | |10
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− | |60.0
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− | |3 to 6 seconds with a 2 second bonus if your [[Bushido]] is above 100.0 and both [[Tactics]] and [[Anatomy]] are 100.0 or better
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− | |Caster
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− | |Increases your chance to [[Parrying|parry]], also grants the ability to parry direct damage attacks from other sources, such as spells and [[Dragon]]s Breath. Evasion can only be used once every 20 seconds. The chance to block is based on Bushido, [[Anatomy]], and [[Tactics]]. The duration of Evasion is also influenced by these [[skills]].
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− | You can only cast Evasion with a weapon equipped.
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− | What if I swap weapons or get disarmed during evasion? When you switch weapons whilst under the evasion spell, a check is performed on each attack of your current weapon, meaning if you start evading with a one handed weapon, and switch to a 2 handed weapon, you will receive the evasion bonus of a 2 handed weapon whilst the 2 handed weapon is equipped.
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− | If you're disarmed you will not be able to evade, the evasion buff however will remain because if you re-arm you will continue to evade.
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− | |Momentum
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− | |10
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− | |70.0
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− | |Instant
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− | |Caster
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− | |Works only on multiple targets. A successful hit on an opponent results in another hit attempt on a different, adjacent opponent. Normal hit and miss ratios apply. A [[Damage Increase|damage bonus]] of 100% is applied to the second target, if the first target is killed.
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− | }}
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− | |}
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