Quicksilver Accel: Difference between revisions

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{{Languages|Quicksliver Accel}}
{{Languages|Quicksilver Accel}}
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| [[Image:LPSA2.png]]
| [[Image:LPSA2.png]]
| '''[Special Active]''' Add rushes forward with a spinning plasma ball in his hand which drags targets along with him. He then blows up the ball, staggering targets in place. Pressing the skill key again while moving forward will make Add go backwards and extend the skill.
| '''[Special Active]''' Add rushes forward with a spinning plasma ball in his hand which drags targets along with him. He then blows up the ball, staggering targets in place. Pressing the skill key again while moving forward will make Add go backwards and extend the skill.
'''Quicksliver Accel''' can be boosted with the aid of 1 [[Add's_Features#DP_Counters|DP Counter]] and debuff '''Stun''' to targets.
'''Quicksilver Accel''' can be boosted with the aid of 1 [[Add's_Features#DP_Counters|DP Counter]] and debuff '''Stun''' to targets.
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! Class              !! Master !! Level Required !! SP Cost per Level !! Alternative   
! Class              !! Master !! Level Required !! SP Cost per Level !! Alternative   
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| [[Lunatic Psyker]] || Lv. 20 || 45            || 4                || [[Quicksliver Frenzy]]
| [[Lunatic Psyker]] || Lv. 20 || 45            || 4                || [[Quicksilver Frenzy]]
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Revision as of 21:48, 6 July 2014

File:LPSA2.png [Special Active] Add rushes forward with a spinning plasma ball in his hand which drags targets along with him. He then blows up the ball, staggering targets in place. Pressing the skill key again while moving forward will make Add go backwards and extend the skill.

Quicksilver Accel can be boosted with the aid of 1 DP Counter and debuff Stun to targets.


Requirements

Class Master Level Required SP Cost per Level Alternative
Lunatic Psyker Lv. 20 45 4 Quicksilver Frenzy


Skill Information

Skill Level Level Required Damage (Magical) MP Usage DP Usage Cooldown
Push/Pull Final Punch Push Pull Normal In DP mode
1 45 34% 547% 60 MP +10 MP 10 DP 0 DP 9 seconds
2 36% 572%
3 48 37% 596%
4 52 39% 621%
5 56 40% 645%
6 60 42% 670%
7 64 43% 695%
8 68 45% 719%
9 72 46% 744%
10 76 - -


Tips and Details

  • The distance back dash of main dash's approximately 3/4 correspond.
    • Therefore, the back dash damage is main dash's decreased to about 3/4 lower.
  • Max hit : Shock 1hit(90%?) + Main dash push 8hits + Back dash pull 6hits + Final Punch = 16hits


Template:LPSkills