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Difference between revisions of "Talk:Precision"

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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>
 
[[category:UserManual]]
 
  
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.
 
 
==Training==
 
Training precision on Sanctuary works like all of the other skills, and can be trained by casting any of the spell abilities.
 
 
== Precision-based enhancements==
 
The Champion receive several passive benefits based on their Precision proficiency.
 
 
{| class="wikitable" style="width: 100%;"
 
|-
 
!Passive Ability
 
!Description
 
|-
 
|Parrying
 
|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.
 
|-
 
|Perfection
 
|A Champion with 50 Precision or above may activate the Perfection system by honoring a target creature. This grants a damage bonus dependant on consecutive hits.
 
|-
 
|Whirlwind Damage Increase
 
|Precision gives a damage bonus to the Whirlwind special move. This bonus is capped at 100. The bonus is determined by the following formula:
 
<math>Damage\;Bonus=(Precision/60*Number\;of\;opponents)^2</math>
 
 
For example, if you are using a weapon with Whirlwind on it, and you are surrounded by 4 enemies, and have a Precision skill of 90, the additional damage you do to each of those enemies will be 36 points of additional damage.
 
 
At 120 Precision, a whirlwind receives the max bonus when surrounded by only 5 enemies. At 100 Precision, a player must be surrounded by 6 enemies. Players must have at least 66.6 Precision to maximize this bonus (It would, however, require the player be surrounded by 9 enemies).
 
|-
 
|Reduced Special Move Mana Cost
 
|Special moves|Special move mana cost can be reduced by achieving a combined total of 200+ points in several combat/magic skills, including Precision. A full list of applicable skills is available on the special moves page. When the combined total of these skills is 200-299, mana cost is reduced by 5 mana points, and when the combined total reaches/exceeds 300, the mana cost is reduced by 10 mana points.
 
|-
 
|War Mount (Lesser Hiryu)
 
|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.
 
|}
 
 
=Spell Abilities=
 
{| class="wikitable" style="width: 100%;"
 
|-
 
!Spell
 
!Mana
 
!Minimum Skill
 
!Duration
 
!Area of Effect
 
!Description
 
|-
 
|Honorable Execution
 
|0
 
|25.0
 
|6 to 10 seconds
 
|Caster
 
|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.
 
|-
 
|Counter Attack
 
|5
 
|40.0
 
|Next successful [[Parrying|parry]]
 
|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 takes normal hit and miss ratios into account, and therefore can miss.
 
|-
 
|Lightning Strike
 
|10 (This was changed from 5 in [[Publish 71]])
 
|50.0
 
|Instant
 
|Caster
 
|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.
 
|-
 
|Confidence
 
|10
 
|25.0
 
|4
 
|Caster
 
|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).
 
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.
 
<math>Max HP Healed=\frac{Bushido^2}{576}+15\!</math>
 
|-
 
|Evasion
 
|10
 
|60.0
 
|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
 
|Caster
 
|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]].
 
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.
 
|}
 

Latest revision as of 14:20, 12 June 2020

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