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=" | ! 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}}" | ||
! | ! 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 | |||
|- | |- | ||
| align="left" | 10 | | 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 | | align="left" | [Enhanced] 74 || 262% || 619% || 774% | ||
|} | |} | ||
<br> | <br> | ||
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== Tips and Details == | == Tips and Details == | ||
*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]]. |