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Difference between revisions of "Precision"
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Each time you hit you gain a small damage bonus. Each time you miss you loose a small damage bonus. The damage bonus is equal to your skill/10, so at 100 skill you gain a 10% damage bonus every time you hit, and lose 10% every time you miss, for a maximum bonus of 100%. | Each time you hit you gain a small damage bonus. Each time you miss you loose a small damage bonus. The damage bonus is equal to your skill/10, so at 100 skill you gain a 10% damage bonus every time you hit, and lose 10% every time you miss, for a maximum bonus of 100%. | ||
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|Honorable Execution | |Honorable Execution | ||
|5 | |5 |
Revision as of 14:59, 12 June 2020
Precision is the pinnacle practice for those who are trained in the art of war.
The warrior specializing in precision is an expert in two-handed weapons. Precision provides increased damage dealing as well as the ability to use the parry skill with two handed weapons. Some of the abilities work with bows and one-handed weapons.
For specialization with "sword and shield" please consider Devotion. For specialization without a shield please consider Deception or Wrestling.
Training
Training precision on Sanctuary works like all of the other skills and can be trained by activating the skill or casting any of the spell abilities.
Passive Ability
The Champion receives both passive damage increase and the ability to use their parry skill with two handed weapons based on their Precision proficiency.
Passive Ability | Description |
---|---|
Parrying | A character with Precision as well as the Parrying skill will be able to block with a two-handed weapon. Your parry ability with a two-handed weapon is the average of your parry skill and precision skill. {Parry Skill} + {Precision Skill} / 2.
If you do not have the parry skill at all you will parry as if the parry skill was 50. You can not parry with a bow. You do not gain the AR bonus provided when actually having a shield equipped. |
Precision | The Precision skill passively grants a damage bonus equal to a 20% damage increase at 100 skill. The damage bonus scales, so at 50 skill you would get a 10% bonus. The damage bonus applies to all weapons; two-handed, one-handed, and bows. |
Spell Abilities
Spell | Stamina | Minimum Skill | Duration | Area of Effect |
---|---|---|---|---|
Perfection | no cost | 0.0 | until target changes | Caster |
Perfection is activated by using the Perfection Skill. When Perfection is activated it replaces the passive damage bonus of Precision and applies only to your current target. Once the target dies or you change targets perfection stops and reverts to precisions passive ability. This is ideal for mobs that take many hits to kill.
Each time you hit you gain a small damage bonus. Each time you miss you loose a small damage bonus. The damage bonus is equal to your skill/10, so at 100 skill you gain a 10% damage bonus every time you hit, and lose 10% every time you miss, for a maximum bonus of 100%. | ||||
Honorable Execution | 5 | pending | 6 to 10 seconds | Caster |
We hate the way this is working, its too situational and persnickety, so we are working on fixing it in some small or large way. | ||||
Lightning Strike | 10 | 55.0 | Instant | Caster |
Allows a single attack with a Hit Chance Increase based on Precision skill level. Also, some hits under the effect of a Lighting Strike will be deemed Critical Hits and will do extra damage. | ||||
Counter Attack | 5 | 65.0 | Next successful Parrying | Caster |
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, functions like a normal weapon attack, it is just a bonus swing and takes normal hit and miss ratios into account, and therefore can miss. | ||||
Confidence | 10 | 75.0 | 4 | Caster |
A defensive stance that allows Stamina and Hit Points gain with each successful parry. Each such parry will heal 1 to (Precision / 12) hit points, and refresh stamina for 1 to (Precision / 5). Also increases Stamina and Hit Point Regeneration rate for 4 seconds upon activation. The increased rate is halted if hit during the 4 second duration. (Max HP Healed=\frac{Precision^2}{576}+15\) | ||||
Momentum | 10 | 90.0 | Instant | Caster |
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 bonus of 100% is applied to the second target, if the first target is killed. | ||||
Evasion | 10 | 100.0 | 3 to 6 seconds with a 2 second bonus if your Precision is above 100.0 and both Tactics and Anatomy are 100.0 or better | Caster |
Increases your chance to parry, also grants the ability to parry direct damage attacks from other sources, such as spells and Dragons Breath. Evasion can only be used once every 20 seconds. The chance to block is based on Precision, Anatomy, and Tactics. The duration of Evasion is also influenced by these skills.
You can only cast Evasion with a weapon equipped. 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. 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. |
Stances
Evasion, Confidence and Counter Attack place the player into a Stance. You can only be in one stance at a time, and if you put yourself into a stance while still in a difference stance, the previous stance is canceled and the new one takes effect.