Dark Knight: Difference between revisions

3,231 bytes removed ,  13 November 2022
moved to passive dark force
(moved to passive dark force)
Tag: Reverted
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*{{buff|Added Super Armor to {{CX}}{{CX}}{{CX}}{{CX}}{{CX}}{{CX}}{{CIO|X}}.}}
*{{buff|Added Super Armor to {{CX}}{{CX}}{{CX}}{{CX}}{{CX}}{{CX}}{{CIO|X}}.}}
**This also applies to interrupting it earlier with {{CZ}}.
**This also applies to interrupting it earlier with {{CZ}}.
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<br>
== Blood Hit ==
Upon advancing to '''Dark Knight''' a new mechanic will become available to you through various skills called Blood Hit.<br>Blood Hit will drain a percentage of a skill's damage from your HP to vastly increase the skill's damage. The HP drained cannot bring you below 20% HP, but there is no limit to how much HP a skill can drain on its own up to that point. Only specific skills that mention Blood Hit in their description will drain your HP. Blood Hit is not optional, so caution is advised, though the HP loss can be mitigated through this path's various healing options such as [[Dark Force|Gale Mode]] and [[Burning Phantom]]'s Blood Drain.<br><br>
'''<font color="FF4444">Blood Hit</font>''' skills include [[Dark Wave]], [[Brutal Cutter]], [[Assault Strike]], [[Blood Storm]], [[Blood Cutter]], [[Shade Illusion]], [[Dread Weapon]], [[Injection Stigma]] and [[Blood Falls]].<br>'''<font color="FF4444">Blood Hit</font>''' is directly affected by the passive [[Overflowing Blood]].
=== Updates ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Elesis mw-collapsible mw-collapsed"
|-
! colspan=2 | Date !! colspan=2 | Changes&nbsp;
|-
! KR !! NA !! PvE !! PvP
|-
| rowspan=2 | 08/21/2014 || rowspan=2 | - || colspan=2 align="left" |
*{{buff|Blood Hit still applies without consuming HP when below 20% HP}}
|-
| align="left" |
*None
| align="left" |
*Adjusted HP consumption modifiers
|-
| rowspan=2 | 08/28/2014 || rowspan=2 | - || colspan=2 align="left" |
*{{buff|HP consumption cannot go past 10% HP remaining}}
|-
| align="left" |
*None
| align="left" |
*Adjusted HP consumption modifiers
|-
| 12/18/2014 || 07/01/2015 || align="left" |
*None
| align="left" |
*{{nerf|Blood Hit Damage Increase reduced to 30%}}
|-
| 04/21/2016 || 05/18/2016 || colspan=2 align="left" |
*{{nerf|HP Consumption decreased to 10% of skill damage}}
*{{nerf|HP Consumption limit increased to 35% HP}}
|-
| 06/30/2016 || 07/13/2016 || colspan=2 align="left" |
*{{nerf|HP Consumption decreased to 5% of skill damage}}
|-
| 11/03/2016 || 11/23/2016 || colspan=2 align="left" |
*{{buff|HP Consumption increased to 10% of skill damage}}
*{{buff|HP Consumption limit decreased to 20% HP}}
|}
|}
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{{:Dark Knight/Artwork}}
{{:Dark Knight/Artwork}}
{{:Dark Knight/Misc}}
{{:Dark Knight/Misc}}
<br>
==Tips and Details==
*Dark Knight's Blood Hit system is similar to [[Weapon Taker]]'s Overheat, as it both drains their health when they use it. The two classes do, however, have some major differences that should be noted:
**Unlike Weapon Taker, Dark Knight does not acquire a damage buff after consuming HP.
**She also has various skills that allow her to regenerate that lost HP, making her Blood Hit HP-to-damage conversion much safer and easier to use.
**Similarly to a [[Weapon Taker]] with [[Mercenary Behavior]], '''Dark Knight''' and [[Crimson Avenger]] don't take damage from Blood Hit activation when below 20% HP.
*'''Blood Hit''''s HP consumption is based on how much damage a skill would deal at that moment, taking into account your own Physical Attack, any Physical Attack buffs, the skill's skill trait, as well as the damage range on your weapon that is affected by the Maximize stat. Critical hits and Skill Damage Increase/Decrease effects are ignored.
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