Flying Kite: Difference between revisions

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(→‎Updates: This was a nerf. It's to prevent the GoD potions that restore Spirit Energy for allowing infinite Flying Kite.)
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|{{SkillText|EnergyConsume|10}}
|{{SkillText|EnergyConsume|FlyingKite}}
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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|Ara}}"
|- style="background:{{ColorSel|CharLight|Ara}}"
! rowspan=2 | Level Required !! colspan=2 | Damage (Physical) !! colspan=2 | Blink Distance (PvP) !! colspan=2 | Spirit Energy Usage !! rowspan=2 | MP Usage !! rowspan=2 | Cooldown
! rowspan=2 | Level Required !! colspan=2 | Damage (Physical) !! colspan=2 | Max Hits !! colspan=2 | Spirit Energy Usage !! rowspan=2 | MP Usage !! rowspan=2 | Cooldown
|- style="background:{{ColorSel|CharLight|Ara}}"
|- style="background:{{ColorSel|CharLight|Ara}}"
! Initial Hit !! Damage per Spirit Energy !! Horizontal !! Vertical !! Initial !! Additional
! Initial Hit !! Battering !! Initial Hit !! Battering !! Base !! Additional
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| align="left" | 45 || rowspan=2 | 2884% || rowspan=2 | 734% || rowspan=2 | 700 (350) || rowspan=2 | 1200 (700) || rowspan=2 | -10 || rowspan=2 | -∞ || rowspan=2 | 0 MP || rowspan=2 | 24 Seconds
| align="left" | 45 || rowspan=2 | 2884% || rowspan=2 | 734% || rowspan=2 | 1 || rowspan=2 | 1 x [Spirit Energy + 1] || rowspan=2 | -1~10 || rowspan=2 | -∞ || rowspan=2 | 0 MP || rowspan=2 | 24 Seconds
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| align="left" | [Enhanced]
| align="left" | [Enhanced]
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! rowspan=2 | Level Required !! colspan=2 | Damage (Physical)
! rowspan=2 | Level Required !! colspan=2 | Damage (Physical)
|- style="background:{{ColorSel|CharLight|Ara}}"
|- style="background:{{ColorSel|CharLight|Ara}}"
! Initial Hit !! Damage per Spirit Energy
! Initial Hit !! Battering
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| align="left" | 45 || rowspan=2 | 732% || rowspan=2 | 187%
| align="left" | 45 || rowspan=2 | 732% || rowspan=2 | 187%
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== Tips and Details ==
== Tips and Details ==
<div style="float: right;">{{#ev:youtube|uqkvQHNhbWA|300}}</div>
<div style="float: right;">{{#ev:youtube|uqkvQHNhbWA|300}}</div>
*While 10 energy is required to cast the skill, it will only consume 1 energy per battering strike. If no more enemies are in range, the skill will stop early without consuming all 10 energy.
**If there are no targets in range upon casting the skill, one strike will still be performed in place, consuming 1 energy.
*Energy gained through killing enemies in '''Celestial Fox''' mode will allow the skill to continue attacking for as long as you can gain energy this way. With high enough damage, this can be used to clear out most of a dungeon area with a single cast of the skill, as demonstrated in the video to the right.
*One final attack will be done upon reaching 0 energy, hence the [Spirit Energy + 1] hit count. Even if this attack kills an enemy and recovers energy while in '''Celestial Fox''' mode, the skill will no longer continue.
*'''Flying Kite''' can deal up to {{formatnum:{{#expr: 2884 + 734*11}}}}% ({{formatnum:{{#expr: 732 + 187*11}}}}% in PvP) Physical Damage on a single target. With '''Heavy''', it can deal up to {{formatnum:{{#expr: (2884 + 734*11)*1.44}}}}% ({{formatnum:{{#expr: (732 + 187*11)*1.44}}}}% in PvP) Physical Damage.
*'''Flying Kite''' can deal up to {{formatnum:{{#expr: 2884 + 734*11}}}}% ({{formatnum:{{#expr: 732 + 187*11}}}}% in PvP) Physical Damage on a single target. With '''Heavy''', it can deal up to {{formatnum:{{#expr: (2884 + 734*11)*1.44}}}}% ({{formatnum:{{#expr: (732 + 187*11)*1.44}}}}% in PvP) Physical Damage.
*Every slash is classified as a knockdown move, thus reducing knockdown by 10 for each slash.
*Enemies hit will be inflicted with extremely heavy hitstun, usually preventing enemies hit from moving at all until the entire skill has ended, especially when hitting a single target.
**This skill is best used when the target is airborne, since you can catch your target after this skill, due to it being able to reset knockdown limit.
**The heavy hitstun will prevent opponents from charging MP for [[Mana Break]] in PvP.
*The "Initial Strike" only applies once per target so this skill is useful for field cleaning.
**If used on a mob that has a [[Stoic Thresholds|Stoic Threshold]], the Super Armor effect will only apply after this skill's animation ends.
*Every hit will inflict heavy hitstun, preventing charging MP for [[Mana Break]].
*The initial hit applies once per target, making this skill especially useful for clearing rooms quickly.
*If used on a mob that nearly reach its [[Stoic Thresholds|Stoic Threshold]], the Super Armor effect will only apply after this skill's animation ends.
*Each battering strike hits in an area (like a normal attack would), allowing the skill to do its full single target damage on multiple enemies that are close enough together. The initial hit will still only hit each enemy once however.
*If there are no targets when you use 'Flying Kite', only 1 Orb will be consumed.
*The final hit will knock enemies down. Using it on a target launched high enough into the air can allow you to catch them after the skill ends however.
*As shown in the video to the right, if you are in Celestial Fox mode and you get an orb by killing an enemy, Flying Kite will continue. This makes it possible to do more than 10 slashes.
**The best way to utilize the maximum number of hits does is to activate this skill where a lot of targets are around while in Celestial Fox mode. (Like [[8-3]] or at Boss in [[8-6]])
**Each slash also hits in an area (like a normal attack would) which means you could maximize the damage of the skill when mobs are grouped real close.
*There's a bug with this skill. When used at the same time against Add when he enters Dynamo Configuration, the skill will continue with the animation but it does not deal initial damage.
*There's a bug with this skill. When used at the same time against Add when he enters Dynamo Configuration, the skill will continue with the animation but it does not deal initial damage.
*When used against Chung while he's in '''Heavy Stance''', he will be able to receive all the hits from the skill without exceeding the hit limit. Also, Chung won't be able to use counterattack for the whole duration.
*When used against Chung while he's in '''Heavy Stance''', he will be able to receive all the hits from the skill without exceeding the hit limit. Also, Chung won't be able to use counterattack for the whole duration.
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