Trojan Horse/ModA: Difference between revisions

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|Skill=Trojan Horse
|Skill=Trojan Horse
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{| cellpadding="5" style="border: 0px solid rgb(0, 0, 0); border-collapse: collapse;"
{| cellpadding="5" style="border: 0px solid rgb(0, 0, 0); border-collapse: collapse;"
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== [[Skill Traits]] ==
== [[Skill Traits]] ==
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Eve"
{{Traits|Eve|Trojan Horse|Critical, Heavy|mp=300|cd=22}}
|-
! colspan=2 | Critical Trojan Horse !! colspan=2 | Heavy Trojan Horse
|-
! Attribute Effect !! MP Usage !! Attribute Effect !! Cooldown
|-
| {{SkillText|Critical|120}} || 360 MP || {{SkillText|Heavy|144|120}} || 26.4 Seconds
|}
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== Total Damage ==
== Total Damage ==
{{:Snowball Code}}
{{Damage|true|Eve
 
|dmg=49
<!-- PvE -->
|pvp_dmg=19
{{#vardefine: damage_orb                            |49}}
|count=14
{{#vardefine: damage_orb_pvp                        |19}}
|count_name=Orb
{{#vardefine: max_hits_per_orb                      |20}}
|hits=20
{{#vardefine: orb_count                            |14}}
|heavy=true
{{#vardefine: max_hits                              |{{#expr:{{#var:max_hits_per_orb}} * {{#var:orb_count}}}}}}
|passive1=Snowball Code
 
}}
{{#vardefine: total_damage_normal                  |{{#expr: {{#var:damage_orb}} * {{#var:max_hits}}}}}}
{{#vardefine: total_damage_heavy                    |{{#expr: {{#var:total_damage_normal}} * 1.44}}}}
{{#vardefine: total_damage_snowball_code            |{{#expr: {{#var:total_damage_normal}} * {{#arrayindex:Snowball Code|0}}}}}}
{{#vardefine: total_damage_snowball_code_heavy      |{{#expr: {{#var:total_damage_snowball_code}} * 1.44 round2}}}}
 
<!-- PvP -->
{{#vardefine: total_damage_normal_pvp              |{{#expr: {{#var:damage_orb_pvp}} * {{#var:max_hits}}}}}}
{{#vardefine: total_damage_heavy_pvp                |{{#expr: {{#var:total_damage_normal_pvp}} * 1.44 }}}}
{{#vardefine: total_damage_snowball_code_pvp        |{{#expr: {{#var:total_damage_normal_pvp}} * {{#arrayindex:Snowball Code|1}}}}}}
{{#vardefine: total_damage_snowball_code_heavy_pvp  |{{#expr: {{#var:total_damage_snowball_code_pvp}} * 1.44 round2}}}}
 
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Eve"
|-
! rowspan=2 | Mode !! colspan=2 | Base !! colspan=2 | [[Snowball Code]]
|-
! Normal !! Heavy !! Normal !! Heavy
|-
| {{PvE}}
|  {{formatnum: {{#var:total_damage_normal}}}}%
|| {{formatnum: {{#var:total_damage_heavy}}}}%
|| {{formatnum: {{#var:total_damage_snowball_code}}}}%
|| {{formatnum: {{#var:total_damage_snowball_code_heavy}}}}%
|-
| {{PvP}}
|  {{formatnum: {{#var:total_damage_normal_pvp}}}}%
|| {{formatnum: {{#var:total_damage_heavy_pvp}}}}%
|| {{formatnum: {{#var:total_damage_snowball_code_pvp}}}}%
|| {{formatnum: {{#var:total_damage_snowball_code_heavy_pvp}}}}%
|}
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*The orbs will deal a maximum of 2 hits each as they spread and proceed to home on targets, dealing 1 hit per orb in a noticeable interval 18 times, glitching halfway through.
*The orbs will deal a maximum of 2 hits each as they spread and proceed to home on targets, dealing 1 hit per orb in a noticeable interval 18 times, glitching halfway through.
**During orb release, the hit count is extremely dependent on positioning. Since the orbs surround the caster, to deal the maximum amount of hits, the caster needs to be "inside" a big boss, such as [[Labyrinth of Ruin|Chaos Leviathan]].
**During orb release, the hit count is extremely dependent on positioning. Since the orbs surround the caster, to deal the maximum amount of hits, the caster needs to be "inside" a big boss, such as [[Labyrinth of Ruin|Chaos Leviathan]].
*This skill has infinite range in PvE, but AI Tracking range is reduced significantly in [[Hunting Fields|Hunting Field]]. Making it less efficient to kill field monsters and spawn field bosses.
*This skill has infinite range in PvE, but AI Tracking range is reduced significantly in [[Hunting Fields|Hunting Field]], making it less efficient to kill field monsters and spawn field bosses.
**Decreased AI Tracking range also applied in PvP.
**Decreased AI Tracking range also applied in PvP.
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Revision as of 13:38, 4 May 2023

  • English
[Special Active: Bravery]
[Moby Access]
Create an army of small Trojan Horses. The horses will chase enemies and devastate the area.
Core Activation Skill
  • Successful attack made during Awakening will activate the Core Attack.


Requirements

Class Level Required
Code: Antithese 99


Skill Information

Mode Petite Trojan Horse (Physical) Max Hits MP Usage Cooldown
Orb Count Hits per Orb
PvE 49% 14 20 300 MP 22 Seconds
PvP 19%


Skill Traits

Critical Trojan HorseHeavy Trojan Horse
Attribute EffectMP UsageAttribute EffectCooldown
MP Usage increased to 120%
Skill will ignore 50% defense (25% defense in PvP)
360 MPDamage increased to 144%
Cooldown increased to 120%
26.4 Seconds


Total Damage

ModeBaseSnowball Code
NormalHeavyNormalHeavy
Per OrbMaxPer OrbMaxPer OrbMaxPer OrbMax
PvE980%13,720%1,411.2%19,756.8%1,127%15,778%1,622.88%22,720.32%
PvP380%5,320%547.2%7,660.8%408.5%5,719%588.24%8,235.36%


Tips and Details

  • The orbs will deal a maximum of 2 hits each as they spread and proceed to home on targets, dealing 1 hit per orb in a noticeable interval 18 times, glitching halfway through.
    • During orb release, the hit count is extremely dependent on positioning. Since the orbs surround the caster, to deal the maximum amount of hits, the caster needs to be "inside" a big boss, such as Chaos Leviathan.
  • This skill has infinite range in PvE, but AI Tracking range is reduced significantly in Hunting Field, making it less efficient to kill field monsters and spawn field bosses.
    • Decreased AI Tracking range also applied in PvP.


Updates

Date Changes
KR NA PvE PvP
09/02/2021 09/29/2021
  • Trojan Horse added.


Alternative Names

Server Name Translation
South Korea 트로이 목마 Trojan Horse
Japan トロイの木馬 Trojan Horse