Mobile Shelling: Difference between revisions

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| [[Image:MAM.png]]<br>  
| [[Image:MAM.png]]<br>  
| {{SkillType|P}} Change from Siege Stance to Mobile Siege Stance by pressing the {{CD}} key. The enhanced cannonballs from the Mobile Siege load 1 for every 1 shot fired from the Siege Stance and pierces the enemy 3 times. Unused enhanced cannonballs are used to strengthen the normal cannonball skills.  
| {{SkillType|P}} Change from Siege Stance to Mobile Siege Stance by pressing the {{CD}} key. The enhanced cannonballs from the Mobile Siege load 1 for every 1 shot fired from the Siege Stance and pierces the enemy 2 times. Unused enhanced cannonballs are used to strengthen the normal cannonball skills.<br>You can quickly dodge during Mobile Shelling by using the <nowiki>[</nowiki>[[Back Blast]]<nowiki>]</nowiki> skill.
 
You can quickly dodge during Mobile Shelling by using the [ [[Back Blast]] ] skill.
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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="2" | Skill Level !! rowspan="2" | Level Required !! rowspan="2" | Enhanced Cannonball<br>Blast (Magical) !! colspan="3" | Aim Range !! rowspan="2" | Range Increase<br>(From 1260)
! rowspan=3 | Skill Level !! rowspan=3 | Level Required !! colspan=5 | Mobile Siege Shelling !! colspan=3 | Enhanced Cannonballs
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! Upward !! Downward !! Depth
! rowspan=2 | Enhanced Cannonball Blast (Magical) !! colspan=3 | Aim Range !! rowspan=2 | Range Increase !! rowspan=2 | Cannonball Gain<br>(Per [[Siege Shelling]] {{CX}} input) !! colspan=2 | Enhanced Cannonball Skill<br>Damage Increase (Per Enhanced Cannonball Consumed)
|- style="background:{{ColorSel|CharLight|Chung}}"
! Upward !! Downward !! Depth !! Active !! Special Active
|-
|-
! colspan=7 | {{PvE}}
! colspan=10 | {{PvE}}
|-
|-
| align="left" | 1 || 35 || 2499% || rowspan="4" | ~35° || rowspan="4" | ~25° || rowspan="4" | 25° || 10%
| align="left" | 1 || 35 || 2499% || rowspan="4" | ~35° || rowspan="4" | ~25° || rowspan="4" | 25° || rowspan=4 | 30% || rowspan=4 | 1 || rowspan=4 | 2% || rowspan=4 | 5%
|-
|-
| align="left" | 2 || 51 || 2776% || 20%
| align="left" | 2 || 51 || 2776%
|-
|-
| align="left" | 3 || 59 || 3085% || rowspan=2 | 30%
| align="left" | 3 || 59 || 3085%
|-
|-
| align="left" | 3 || 92 || 3428%
| align="left" | 3 || 92 || 3428%
|-
|-
! colspan=7 | {{PvP}}
! colspan=10 | {{PvP}}
|-
|-
| align="left" | 1 || 35 || 187% || rowspan="4" | ~35° || rowspan="4" | ~25° || rowspan="4" | 25° || 10%
| align="left" | 1 || 35 || 187% || rowspan="4" | ~35° || rowspan="4" | ~25° || rowspan="4" | 25° || rowspan=4 | 30% || rowspan=4 | 1 || rowspan=4 | 2% || rowspan=4 | 5%
|-
|-
| align="left" | 2 || 51 || 208% || 20%
| align="left" | 2 || 51 || 208%
|-
|-
| align="left" | 3 || 59 || 231% || rowspan=2 | 30%
| align="left" | 3 || 59 || 231%
|-
|-
| align="left" | 3 || 92 || 257%
| align="left" | 3 || 92 || 257%
|}
|}
*'''Enhanced Cannonball Skill:''' [[Aiming Shot]], [[Dread Chase]], [[Impact Detonation]] [[Impact Detonation/ModA|(A)]], [[Chaos Cannon]], [[Carpet Bombing]] [[Carpet Bombing/ModA|(A)]], [[Artillery Strike - Missile Shower]]
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|-
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| width="40" | [[Image:SiegeShelling.png]]
| align="center" width="150" | [[Siege Shelling]]
| width="40" | [[Image:ConvertedWarhead.png]]  
| width="40" | [[Image:ConvertedWarhead.png]]  
| align="center" width="150" | [[Modified Warhead]]
| align="center" width="150" | [[Modified Warhead]]
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== Enhanced Cannonball Skill Boost ==
== Tips and Details ==
[[Tactical Trooper]] has a unique system that automatically uses [[Mobile Shelling|enhanced cannonballs]] to increase the damage of certain skills. The red enhanced cannonballs are prioritized to substitute the blue cannonball cost, allowing some skills to be activated even if no blue cannonballs are available.
*While in '''Mobile Siege Shelling''', the camera will zoom out and pan to the side, allowing you to see further ahead. You are able to slowly move with the {{CR}} and {{CL}} keys and can freely switch back to '''Siege Shelling''' by pressing the {{CD}} key again. You will also automatically switch back if you run out of enhanced cannonballs.
<br><br>
**Switching between stances will '''not''' reset the input count of Siege Shelling. The seventh shot of Siege Shelling (no matter when fired) will always launch enemies away.
 
***After unlocking [[Awakened Will: Tactical Trooper]], this limitation is removed, allowing you to switch between either stance freely as long as cannonballs are available.
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
**When switching between stances, the standby MP drain is temporarily disabled, though since it takes effect again immediately upon the animation ending, this will still not let you gain MP at your natural MP gain rate.
|- style="background:{{ColorSel|CharLight|Chung}}"
*Unlike Siege Shelling, you cannot cancel '''Mobile Siege Shelling''' through skills or movement, with the sole exception of [[Back Blast]]. You are able to dash out of the switching animation between stances, however, and moving off a ledge will automatically cancel the stance.
! rowspan=2 | Skill !! rowspan=2 | Damage Increase<br>per Cannonball !! colspan=2 | Cannonballs Used !! rowspan=2 | Part of Skill<br>Affected !! rowspan=2 | Max Skill<br>Damage Increase !! rowspan=2 |  Activate Without<br>Blue Cannonballs?  || rowspan=2 | Visual Effect?
*While the in-game tooltip claims the enhanced cannonballs fired by '''Mobile Siege Shelling''' pierce enemies 3 times, this is false. They only pierce twice, once more than normal [[Siege Shelling]].
|- style="background:{{ColorSel|CharLight|Chung}}"
*Whereas '''Siege Shelling''''s range increase is based on the range of missiles fired from commands, '''Mobile Siege Shelling''''s range increase is based on the resulting range of '''Siege Shelling''' itself, allowing it to reach even further.
! Rate !! Max
*Just like '''Siege Shelling''', the missiles can deal splash damage, and due to piercing one additional time, are less limited in the potential damage benefit by comparison.
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**As always, the missiles also explode at the end of their range, though the increased range makes it harder to land this on a single enemy.
| align=left | [[Aiming Shot]] || rowspan=3 | 2% || colspan=2 | 1 || All || 2% || Yes || Yes
*Firing missiles while in '''Mobile Siege Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
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*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
| align=left | [[Impact Detonation]] || 1 || 3 || Shots 3-5 || 0.8% || No || Yes
*Enhanced cannonballs will typically only be consumed for additional cannonball costs. This means the initial cannonballs required for [[Impact Detonation]]'s '''Continuous Shelling''', or the one required to activate [[Chaos Cannon]], cannot be substituted by them. By extension, the damage increase then also usually only applies to whichever part of the skill requires these cannonballs specifically. This means only the additional shots on [[Chaos Cannon]] and the additional wave on [[Carpet Bombing]] will have their damage increased.
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**The exceptions to this are [[Artillery Strike - Missile Shower]], which has no additional cost yet is able to consume them for its main cost, and [[Carpet Bombing/ModA|[Mod] Carpet Bombing]], where consumed enhanced cannonballs affect the entire skill instead of only the additional submunition.
| align=left | [[Impact Detonation/ModA|[Mod] Impact Detonation]] || All || 3 || All || 2% || Yes || No
**Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by [[Impact Detonation]]'s '''Additional Shelling''' and [[Dread Chase]] will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
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**For some reason, [[Impact Detonation/ModA|[Mod] Impact Detonation]] will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3. This is likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
| align=left | [[Chaos Cannon]] || rowspan=5 | 5% || 2 || 4 || Shots 9-10 || 2% || No || No
*Despite having been turned into a Special Active skill, [[Impact Detonation]] is still counted as an Active by this passive, and will thus only gain 2% per enhanced cannonball consumed instead of 5%.
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| align=left | [[Carpet Bombing]] || All || 6 || Wave 3 || 10% || - || No
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| align=left | [[Carpet Bombing/ModA|[Mod] Carpet Bombing]] || All || 6 || All || 30% || - || No
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| align=left | [[Dread Chase]] || 1 || 5 || Missiles 1-5 || 5% || Yes || Yes
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| align=left | [[Artillery Strike - Missile Shower|Artillery Strike -<br>Missile Shower]] || All || 6 || All || 30% || Yes || No
|}
*Max skill damage increase refers to how much the skill's total damage increases when the max amount of red cannonballs are used.
**Impact Detonation's physical damage is the unlisted damage done to targets hit by the cannon.
*Impact Detonation, and Dread Chase use 1 cannonball at a time, limiting the boost they get. E.g., if Dread Chase is used with 3 red and 2 blue cannonballs, the first 3 missiles are boosted by 5% ''each'', not 15%. The remaining missiles are unaffected, so the total damage is increased by only 3%.
**Chaos Cannon uses up to 2 red cannonballs per shot. When 1 red cannonball is left, the shot uses 1 blue cannonball as well and the boost is 5% instead of 10%.
*[Mod] Impact Detonation will only ever do 2% more damage regardless of the number of red cannonballs consumed.
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== Tips and Details ==
== Trivia ==
*One red cannonball is loaded for every Siege Shelling shots fired; no target is required.
*While in '''Mobile Siege Shelling''', pale blue smoke will surround the Destroyer, implying the enhanced cannonballs contain primed disfrozen canisters as seen in [[Chaos Cannon]] and [[Carpet Bombing]].
*Red missiles have longer range, larger explosions, and a significantly lower firing rate.
*[[Aiming Shot]], [[Impact Detonation]] and [[Dread Chase]] will visibly fire red missiles whenever they consume enhanced cannonballs, just like '''Mobile Siege Shelling''' itself.
*The missiles pierce twice and explode after traveling a set distance or hitting a third target.
**An explosion will result from each hit, allowing the skill to hit each target up to 3 times.
*Whenever Chung switches to '''Mobile Shelling''', the camera will zoom out and pan to the side for the player to see foes further ahead.
*Pressing down switches Chung back to Siege Shelling stance.
**If he runs out of red cannonballs, he will automatically switch back.
**Switching between Mobile and Siege Shelling will '''not''' reset the fired cannonball count of Siege Shelling. The seventh shot of Siege Shelling (no matter when fired) will always launch foes.
***This will no longer be the case after Chung unlocks the passive [[Awakened Will: Tactical Trooper]].
**It is possible to bypass [[Siege Shelling]] and [[Mobile Shelling]]'s standby MP cost by continually switching between the two.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite red cannonballs.
*It is possible to cancel switching to '''Mobile Shelling''' stance by running just as Chung turns his cannon.
*Unlike Siege Shelling, you cannot cancel into skills while in '''Mobile Shelling'''.
**Falling off a platform will cancel the stance.
*When Chung is in '''Mobile Shelling''' stance, a blue aura cloaks his cannon.
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Revision as of 22:48, 22 April 2022


[Passive]
Change from Siege Stance to Mobile Siege Stance by pressing the key. The enhanced cannonballs from the Mobile Siege load 1 for every 1 shot fired from the Siege Stance and pierces the enemy 2 times. Unused enhanced cannonballs are used to strengthen the normal cannonball skills.
You can quickly dodge during Mobile Shelling by using the [Back Blast] skill.


Requirements

Class Level Required
Tactical Trooper 35


Skill Information

Skill Level Level Required Mobile Siege Shelling Enhanced Cannonballs
Enhanced Cannonball Blast (Magical) Aim Range Range Increase Cannonball Gain
(Per Siege Shelling input)
Enhanced Cannonball Skill
Damage Increase (Per Enhanced Cannonball Consumed)
Upward Downward Depth Active Special Active
PvE
1 35 2499% ~35° ~25° 25° 30% 1 2% 5%
2 51 2776%
3 59 3085%
3 92 3428%
PvP
1 35 187% ~35° ~25° 25° 30% 1 2% 5%
2 51 208%
3 59 231%
3 92 257%


Related Skills

Siege Shelling Modified Warhead Awakened Will: Tactical Trooper


Tips and Details

  • While in Mobile Siege Shelling, the camera will zoom out and pan to the side, allowing you to see further ahead. You are able to slowly move with the and keys and can freely switch back to Siege Shelling by pressing the key again. You will also automatically switch back if you run out of enhanced cannonballs.
    • Switching between stances will not reset the input count of Siege Shelling. The seventh shot of Siege Shelling (no matter when fired) will always launch enemies away.
      • After unlocking Awakened Will: Tactical Trooper, this limitation is removed, allowing you to switch between either stance freely as long as cannonballs are available.
    • When switching between stances, the standby MP drain is temporarily disabled, though since it takes effect again immediately upon the animation ending, this will still not let you gain MP at your natural MP gain rate.
  • Unlike Siege Shelling, you cannot cancel Mobile Siege Shelling through skills or movement, with the sole exception of Back Blast. You are able to dash out of the switching animation between stances, however, and moving off a ledge will automatically cancel the stance.
  • While the in-game tooltip claims the enhanced cannonballs fired by Mobile Siege Shelling pierce enemies 3 times, this is false. They only pierce twice, once more than normal Siege Shelling.
  • Whereas Siege Shelling's range increase is based on the range of missiles fired from commands, Mobile Siege Shelling's range increase is based on the resulting range of Siege Shelling itself, allowing it to reach even further.
  • Just like Siege Shelling, the missiles can deal splash damage, and due to piercing one additional time, are less limited in the potential damage benefit by comparison.
    • As always, the missiles also explode at the end of their range, though the increased range makes it harder to land this on a single enemy.
  • Firing missiles while in Mobile Siege Shelling is significantly slower than in Siege Shelling, though they also deal much more hitstun to compensate.
  • Activating Berserk Mode will not give Chung infinite enhanced cannonballs.
  • Enhanced cannonballs will typically only be consumed for additional cannonball costs. This means the initial cannonballs required for Impact Detonation's Continuous Shelling, or the one required to activate Chaos Cannon, cannot be substituted by them. By extension, the damage increase then also usually only applies to whichever part of the skill requires these cannonballs specifically. This means only the additional shots on Chaos Cannon and the additional wave on Carpet Bombing will have their damage increased.
    • The exceptions to this are Artillery Strike - Missile Shower, which has no additional cost yet is able to consume them for its main cost, and [Mod] Carpet Bombing, where consumed enhanced cannonballs affect the entire skill instead of only the additional submunition.
    • Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by Impact Detonation's Additional Shelling and Dread Chase will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
    • For some reason, [Mod] Impact Detonation will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3. This is likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
  • Despite having been turned into a Special Active skill, Impact Detonation is still counted as an Active by this passive, and will thus only gain 2% per enhanced cannonball consumed instead of 5%.


Trivia

  • While in Mobile Siege Shelling, pale blue smoke will surround the Destroyer, implying the enhanced cannonballs contain primed disfrozen canisters as seen in Chaos Cannon and Carpet Bombing.
  • Aiming Shot, Impact Detonation and Dread Chase will visibly fire red missiles whenever they consume enhanced cannonballs, just like Mobile Siege Shelling itself.


Old Version

Video Description
Between its initial release and the 07/10/2014 KR patch, Mobile Shelling did not fire a projectile. Instead, it would automatically hit the closest target within range, similar to Aiming Shot.


Updates

Date Changes
KR NA PvE PvP
09/06/2012 10/02/2013
  • Mobile Shelling added.
07/10/2014 -
  • Damage increased.
  • Range increased and angles changed.
  • Fires tangible projectiles.
07/17/2014 -
  • Range error fixed.
  • None
  • Damage decreased.
02/05/2015 -
  • Range Increase decreased.
08/20/2015 01/27/2016
  • Switching and firing speed when switching between siege and mobile shelling increased.
  • Changed so 1 enhanced cannonballs load per 1 siege shelling shot.
04/07/2016 -
  • Fixed issue where damage is different from tooltip.
04/27/2017 05/10/2017
  • None
  • Damage decreased.
04/05/2018 04/18/2018
  • Damage decreased.
08/01/2019 08/28/2019
  • Damage increased.


Alternative Names

Server Name Translation
South Korea 이동 포격 Mobile Armored Mode
Japan 移動砲撃 Mobile Shelling
China (Simplified Chinese) 移动炮击 Mobile Shelling
Germany Mobile Abschussposition Mobile Firing Stance
Spain Posición de disparo móvil Mobile Firing Stance
France Position de tir mobile Mobile Firing Stance
Italy Posizione di Tiro Mobile Mobile Firing Stance
Poland Mobilna Pozycja Wystrzału Mobile Firing Stance
United Kingdom Mobile Firing Stance
Brazil Habilidade Avançada de Artilharia Advanced Artillery Ability


Template:TTSkills