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Comet Crasher: Difference between revisions

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__NOTOC__{{Languages|Comet Crasher}}
__NOTOC__{{Languages|Comet Crasher}}
<div style="float: right;">{{#ev:youtube|twoz-lK5deU|400}}</div>
{{#ev:youtube|twoz-lK5deU|400|right}}
{| cellpadding="5" style="border-collapse: collapse; border: 0px solid rgb(0, 0, 0);"
{| cellpadding="5" style="border-collapse: collapse; border: 0px solid rgb(0, 0, 0);"
|-
|-
| [[File:SI_COMETCRASHER.png]]<br>
| [[File:SI_COMETCRASHER.png]]
| {{SkillType|SA|S}} Shoot consecutive bombs to the ground. (Can only be activated midair)
| {{SkillType|SA|S}} Shoot consecutive bombs to the ground. (Can only be activated midair)
|-
|-
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{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Chung"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Chung"
|-
|-
! rowspan=2 | Mode !! colspan=2 | Damage (Magical) !! colspan=2 | Max Hits !! rowspan=2 | Cannonball Consumption !! rowspan=2 | MP Usage !! rowspan=2 | Cooldown
! rowspan=2 | Mode !! colspan=2 | Damage (Magical) !! colspan=2 | Max Hits !! rowspan=2 | Cannonball Usage !! rowspan=2 | MP Usage !! rowspan=2 | Cooldown
|-
|-
! Cannonball Blast !! Final Blast !! Cannonball Blast !! Final Blast
! Cannonball Blast !! Final Blast !! Cannonball Blast !! Final Blast
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== [[Skill Traits]] ==
== [[Skill Traits]] ==
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Chung"
{{Traits|Chung|Comet Crasher|Light, Heavy|mp=200|cd=14|cd_enhanced=12}}
|-
! rowspan=3 | Stage !! colspan=2 | Light Comet Crasher !! colspan=2 | Heavy Comet Crasher
|-
! rowspan=2 | Attribute Effect !! Details !! rowspan=2 | Attribute Effect !! Details
|-
! MP Usage !! Cooldown
|-
| Normal || rowspan=2 | {{SkillText|Light|80}} || rowspan=2 | 160 MP || rowspan=2 | {{SkillText|Heavy|144|120}} || 16.8 Seconds
|-
| [Enhanced] || 14.4 Seconds
|}
<br>
<br>


== Total Damage ==
== Total Damage ==
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Chung"
{{Damage|true|Chung
|-
|dmg=1229, 2080
! rowspan=2 | Mode !! colspan=2 | Base
|pvp_dmg=468, 792
|-
|hits=2, 1
! Normal !! Heavy
|range_max=1.812472
|-
|heavy=true
| {{PvE}}  
}}
| {{formatnum:{{#expr:  1229*5 + 2080}}}}% || {{formatnum:{{#expr:  (1229*5 + 2080)*1.44}}}}%
*Damage ranges from 3~6 Cannonballs consumed.
|-
*Damage calculations do not include {{tt|shell hit|See [[#Tips and Details|Tips and Details]]}}.
| {{PvP}}
| {{formatnum:{{#expr:  468*5 + 792}}}}% || {{formatnum:{{#expr:  (468*5 + 792)*1.44}}}}%
|}
*With 6 Cannonballs.
<br>
<br>


== Related Skills ==
== Related Skills ==
{| class="related-skills" style="border-collapse: collapse;" border="1" cellpadding="1"
{{SkillTable
|-
|
| width="40" | [[File:SI_INSHOW.png]]
Gas_Piston_System.png; Gas Piston System Locked-Expert;
| align="center" width="150" | [[Intense Showtime]]
FPPhantom_Shooter.png; Phantom Shooter;
| width="40" | [[File:Gas_Piston_System.png]]
}}
| align="center" width="150" | [[Gas Piston System]] {{Locked Skill|Expert}}
| width="40" | [[File:FPPhantom_Shooter.png]]
| align="center" width="150" |  [[Phantom Shooter]]
|}
<br>
<br>


== Tips and Details ==
== Tips and Details ==
*Each explosion will launch the enemy into the air, making it possible to catch them before they are knocked down.
*Each explosion will launch the enemy into the air, making it possible to catch them before they are knocked down.
*Each shell will do and unlisted 50% Physical Damage, with the final shell doing 100% Physical Damage.
*Each shell will deal an unlisted 50% Physical Damage, with the final shell dealing 100% Physical Damage.
*The skill's missiles will act rather erratically when fired near a map wall, with some missiles flying straight through and others sticking to the wall.
*The skill's missiles will act rather erratically when fired near a map wall, with some missiles flying straight through and others sticking to the wall.
**When directly touching certain map walls, the missiles may keep flying down well past your current height when fired out of the map, so stepping away slightly is usually advised for cornered enemies.
**When directly touching certain map walls, the missiles may keep flying down well past your current height when fired out of the map, so stepping away slightly is usually advised for cornered enemies.
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