Siege Shelling: Difference between revisions

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{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! rowspan="3" | Character Level !!  colspan="4" | Damage !! colspan="3" | Max Hits !! rowspan="3" | Range<br>Increase<br>(From 800) !! rowspan="3" | Chance to<br>use no ammo !! rowspan="3" | Ammo<br>Reloaded !! rowspan="3" | MP Usage !! rowspan="3" | Cooldown
! rowspan="3" | Character Level !!  colspan="3" | Damage !! colspan="3" | Aim Range !! rowspan="3" | Range<br>Increase<br>(From 800) !! rowspan="3" | Chance to<br>use no ammo !! rowspan="3" | MP Usage !! rowspan="3" | Cooldown
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! colspan="2" | Strike (Physical) !! colspan="2" | Shots (Magical) !! rowspan="2" | Inital<br>Strike !! rowspan="2" | Total Possible<br>Shots (X) !! rowspan="2" | Final<br>Strike (Z)
! rowspan="2" | Strike (Physical) !! colspan="2" | Shots (Magical) !! rowspan="2" | Upward !! rowspan="2" | Downward !! rowspan="2" | Depth
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! Initial !! Final !! Initial !! Final
! Initial !! Final
|-
|-
| align="left" | 10 || 219% || 219% || 516% || 645% || rowspan="2" | 1 || rowspan="2" | 0 ~ 7 || rowspan="2" | 1 || rowspan="2" | 37% || rowspan="2" | 30% || rowspan="2" | 1 || rowspan="2" | 20 MP || rowspan="2" | 5 Seconds
| align="left" | 10 || 219% || 516% || 645% || rowspan="2" | ~50° || rowspan="2" | ~30° || rowspan="2" | 45° || rowspan="2" | 37% || rowspan="2" | 30% || rowspan="2" | 20 MP || rowspan="2" | 5 Seconds
|-
|-
| align="left" | [Enhanced] 74 || 262% || 262% || 619% || 774%
| align="left" | [Enhanced] 74 || 262% || 619% || 774%
|}
|}
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== Tips and Details ==
== Tips and Details ==
*The shots can be fired approximately up to, 50° upward, 30° downwards, with a depth of 45°.
*Chung will enter [[Freiturnier#Heavy_Stance|Heavy Stance]] while he is firing the 7th cannon shot or when ending the skill with the Melee Cannon Attack.
*Chung will enter [[Freiturnier#Heavy_Stance|Heavy Stance]] while he is firing the 7th cannon shot or when ending the skill with the Melee Cannon Attack.
*The missiles pierce once and explode after traveling a set distance or hitting a second target.
*The missiles pierce once and explode after traveling a set distance or hitting a second target.
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**At level 20, targets can receive about 5800% Magical Damage when if they receive splash damage.
**At level 20, targets can receive about 5800% Magical Damage when if they receive splash damage.
**The distance explosion has a lingering hitbox.
**The distance explosion has a lingering hitbox.
*The upward and downward angle used to be 70° and 10°, respectively. The current angles are estimates since they are not listed in game. It is unknown if the depth angle has changed.
*Up to 7 cannonballs can be fired, but without getting lucky with the chance to use no ammo, [[Remodel Magazine]], [[Freiturnier#Berserk_Mode|Berserk mode]], or [[Gas Piston System]], it is impossible.
*Up to 7 cannonballs can be fired, but without getting lucky with the chance to use no ammo, [[Remodel Magazine]], [[Freiturnier#Berserk_Mode|Berserk mode]], or [[Gas Piston System]], it is impossible.
*Unless Chung is firing, MP is continuously consumed in [[Siege Shelling]] stance at a rate of 1MP per second.
*Unless Chung is firing, MP is continuously consumed in [[Siege Shelling]] stance at a rate of 1MP per second.
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**This will also mean that this skill will not generate MP for your Pet.
**This will also mean that this skill will not generate MP for your Pet.
**'''Siege Shelling''' can still generate MP by activating certain [[Special Effect]]s or [[Titles|title effects]].
**'''Siege Shelling''' can still generate MP by activating certain [[Special Effect]]s or [[Titles|title effects]].
*The initial physical hit reloads 1 cannonball and does the same damage as the physical strike from cancelling the skill by pressing Z.
*[[Siege Shelling]]'s skill levels affect [[Shelling Guardian]]'s and [[Tactical Trooper]]'s commands that use the stance. If no points are invested in this skill, those commands use the level 1 values.
*[[Siege Shelling]]'s skill levels affect [[Shelling Guardian]]'s and [[Tactical Trooper]]'s commands that use the stance. If no points are invested in this skill, those commands use the level 1 values.
*By having enough Movement Speed, it is possible to catch after the seventh shot by cancelling with a dash. It is also possible to cancel right after the initial strike by dash, serving as a quicker and cheaper [[Reload]].
*By having enough Movement Speed, it is possible to catch after the seventh shot by cancelling with a dash. It is also possible to cancel right after the initial strike by dash, serving as a quicker and cheaper [[Reload]].
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