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Difference between revisions of "Precision"

From Sanctuary Shard

(Passive Ability)
(Spell Abilities)
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|Honorable Execution
 
|Honorable Execution
 
|5
 
|5
|0.0
+
|''pending
 
|6 to 10 seconds
 
|6 to 10 seconds
 
|Caster
 
|Caster
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|
 
|
 
| colspan="4" | When activated, your next successful hit will give you a swing speed bonus based on your Precision level, if you kill the target with that hit. If you do not kill the target, you will suffer reduction in your Restisting Spells for a short duration. If you miss, it does not count, it only checks on an actual hit. There is also a damage increase if it successfully hits, but just for the one hit.
 
| colspan="4" | When activated, your next successful hit will give you a swing speed bonus based on your Precision level, if you kill the target with that hit. If you do not kill the target, you will suffer reduction in your Restisting Spells for a short duration. If you miss, it does not count, it only checks on an actual hit. There is also a damage increase if it successfully hits, but just for the one hit.
 +
|- style="vertical-align:top;"
 +
|Lightning Strike
 +
|10
 +
|55.0
 +
|Instant
 +
|Caster
 +
|-
 +
|
 +
| colspan="4" | 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.
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
 
|Counter Attack
 
|Counter Attack
 
|5
 
|5
|35.0
+
|65.0
 
|Next successful Parrying
 
|Next successful Parrying
 
|Caster
 
|Caster
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|
 
|
 
| colspan="4" | 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.
 
| colspan="4" | 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.
 +
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
|Lightning Strike
+
|Confidence
|10  
+
|10
|65.0  
+
|75.0
|Instant
+
|4
 
|Caster
 
|Caster
 
|-
 
|-
 
|
 
|
| colspan="4" | 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.
+
| colspan="4" | 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\)
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
|Confidence
+
|Momentum
 
|10
 
|10
|75.0
+
|90.0
|4
+
|Instant
 
|Caster
 
|Caster
 
|-
 
|-
 
|
 
|
| colspan="4" | 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\)
+
| colspan="4" | 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.
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
 
|Evasion
 
|Evasion
 
|10
 
|10
|85.0
+
|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
 
|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
 
|Caster
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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.
 
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.
|- style="vertical-align:top;"
+
 
|Momentum
 
|10
 
|95.0
 
|Instant
 
|Caster
 
|-
 
|
 
| colspan="4" | 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.
 
 
|}
 
|}
  
 
=Stances=
 
=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.
 
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.

Revision as of 14:47, 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
Honorable Execution 5 pending 6 to 10 seconds Caster
When activated, your next successful hit will give you a swing speed bonus based on your Precision level, if you kill the target with that hit. If you do not kill the target, you will suffer reduction in your Restisting Spells for a short duration. If you miss, it does not count, it only checks on an actual hit. There is also a damage increase if it successfully hits, but just for the one hit.
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.

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