Add/de: Difference between revisions
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! width="17%" | Dungeon Modifier | ! width="17%" | Dungeon Modifier | ||
|- | |- | ||
| {{ | | {{CY}} {{CY}} {{CY}} {{CY}} | ||
| Hits twice with electrical shocks, pushes targets forward with a frequency hit and blasts them upwards. | | Hits twice with electrical shocks, pushes targets forward with a frequency hit and blasts them upwards. | ||
*After job change, the last Z will trigger the option for DP combos providing that Add is in DP mode. | *After job change, the last Z will trigger the option for DP combos providing that Add is in DP mode. | ||
| | | | ||
{{ | {{CY}} Physical Damage 100%<br> | ||
{{ | {{CY}} Physical Damage 135%<br> | ||
{{ | {{CY}} Physical Damage 50% x2<br> | ||
{{ | {{CY}} Physical Damage 135% | ||
| | | | ||
{{ | {{CY}} 1.25<br> | ||
{{ | {{CY}} 1.25<br> | ||
{{ | {{CY}} 1.25 x2<br> | ||
{{ | {{CY}} 1.25 | ||
|- | |- | ||
| {{ | | {{CY}} {{CY}} {{CY}} {{CX}} | ||
| Hits twice with electrical shocks, pushes targets forward with a frequency hit and turns them around with a twirl without knocking down. | | Hits twice with electrical shocks, pushes targets forward with a frequency hit and turns them around with a twirl without knocking down. | ||
*After job change, the last X will trigger the option for DP combos providing that Add is in DP mode. | *After job change, the last X will trigger the option for DP combos providing that Add is in DP mode. | ||
| | | | ||
{{ | {{CY}} Physical Damage 100%<br> | ||
{{ | {{CY}} Physical Damage 135%<br> | ||
{{ | {{CY}} Physical Damage 50% x2<br> | ||
{{CX}} Physical Damage 150% | {{CX}} Physical Damage 150% | ||
| | | | ||
{{ | {{CY}} 1.25<br> | ||
{{ | {{CY}} 1.25<br> | ||
{{ | {{CY}} 1.25 x2<br> | ||
{{CX}} 1.25 | {{CX}} 1.25 | ||
|- | |- | ||
| {{ | | {{CY}} {{CY}} {{CX}} {{CX}} | ||
| Hits twice with electrical shocks, lifts targets and fires a electrical blast that knocks them away. | | Hits twice with electrical shocks, lifts targets and fires a electrical blast that knocks them away. | ||
*After job change, the last X will trigger the option for DP combos providing that Add is in DP mode. | *After job change, the last X will trigger the option for DP combos providing that Add is in DP mode. | ||
| | | | ||
{{ | {{CY}} Physical Damage 100%<br> | ||
{{ | {{CY}} Physical Damage 135%<br> | ||
{{CX}} Magical Damage 135% x2<br> | {{CX}} Magical Damage 135% x2<br> | ||
{{CX}} Magical Damage 135% | {{CX}} Magical Damage 135% | ||
| | | | ||
{{ | {{CY}} 1.25<br> | ||
{{ | {{CY}} 1.25<br> | ||
{{CX}} 1 x2<br> | {{CX}} 1 x2<br> | ||
{{CX}} 1 | {{CX}} 1 | ||
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{{CX}} 1 | {{CX}} 1 | ||
|- | |- | ||
| {{CX}} {{CX}} {{ | | {{CX}} {{CX}} {{CY}} {{CY}} ~ {{CY}} | ||
| Kicks 2 electrical blasts, dashes in with a frequency hit and gives targets a continuous electric shock by holding down Z. | | Kicks 2 electrical blasts, dashes in with a frequency hit and gives targets a continuous electric shock by holding down Z. | ||
*After job change, the last Z will trigger the option for DP combos providing that Add is in DP mode. | *After job change, the last Z will trigger the option for DP combos providing that Add is in DP mode. | ||
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{{CX}} Magical Damage 175%<br> | {{CX}} Magical Damage 175%<br> | ||
{{CX}} Magical Damage 175%<br> | {{CX}} Magical Damage 175%<br> | ||
{{ | {{CY}} Physical Damage 50% x2<br> | ||
{{ | {{CY}} Magical Damage 135% x2~9<br> | ||
{{ | {{CY}} Magical Damage 50% | ||
| | | | ||
{{CX}} 1<br> | {{CX}} 1<br> | ||
{{CX}} 1<br> | {{CX}} 1<br> | ||
{{ | {{CY}} 1.25 x2<br> | ||
{{ | {{CY}} 1 x2~9<br> | ||
{{ | {{CY}} 1 | ||
|- | |- | ||
| {{CU}} {{ | | {{CU}} {{CY}} | ||
| Uses dynamos to create a high frequency which continuously damages targets. | | Uses dynamos to create a high frequency which continuously damages targets. | ||
| | | | ||
{{CU}} <br> | {{CU}} <br> | ||
{{ | {{CY}} Physical Damage 100% | ||
| | | | ||
{{CU}} <br> | {{CU}} <br> | ||
{{ | {{CY}} 1.25 | ||
|- | |- | ||
| {{CU}} {{CX}} | | {{CU}} {{CX}} | ||
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{{CX}} 1 x3 | {{CX}} 1 x3 | ||
|- | |- | ||
| {{CDR}} {{ | | {{CDR}} {{CY}} {{CY}} {{CY}} | ||
| Pushes targets forward with a frequency hit and lifts targets, then blast them away. | | Pushes targets forward with a frequency hit and lifts targets, then blast them away. | ||
| | | | ||
{{CDR}} <br> | {{CDR}} <br> | ||
{{ | {{CY}} Physical Damage 50% x4<br> | ||
{{ | {{CY}} Magical Damage 200%<br> | ||
{{ | {{CY}} Physical Damage 400% | ||
| | | | ||
{{CDR}} <br> | {{CDR}} <br> | ||
{{ | {{CY}} 1.25 x4<br> | ||
{{ | {{CY}} 1<br> | ||
{{ | {{CY}} 1.25 | ||
|- | |- | ||
| {{CDR}} {{CX}} {{CX}} {{CX}} | | {{CDR}} {{CX}} {{CX}} {{CX}} | ||
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{{CX}} 1.25 | {{CX}} 1.25 | ||
|- | |- | ||
| {{CDR}} {{CU}} {{ | | {{CDR}} {{CU}} {{CY}} {{CY}} {{CY}} | ||
| Triple particle blasts in the air without knocking down. | | Triple particle blasts in the air without knocking down. | ||
*After job change, the last Z will trigger the option for DP combos providing that Add is in DP mode. | *After job change, the last Z will trigger the option for DP combos providing that Add is in DP mode. | ||
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| | | | ||
{{CDR}}{{CU}} <br> | {{CDR}}{{CU}} <br> | ||
{{ | {{CY}} Magical Damage 120% <br> | ||
{{ | {{CY}} Magical Damage 120% <br> | ||
{{ | {{CY}} Magical Damage 120% | ||
| | | | ||
{{CDR}}{{CU}} <br> | {{CDR}}{{CU}} <br> | ||
{{ | {{CY}} 1<br> | ||
{{ | {{CY}} 1<br> | ||
{{ | {{CY}} 1 | ||
|- | |- | ||
| {{CDR}} {{CU}} {{CX}} [ | | {{CDR}} {{CU}} {{CX}} [Halten {{CX}}] | ||
| Single frequency hit that let Add spin around in the air, kick a blast shot and bounce himself backward. Holding down X charges for a bigger shot. | | Single frequency hit that let Add spin around in the air, kick a blast shot and bounce himself backward. Holding down X charges for a bigger shot. | ||
*After job change, the last X will trigger the option for DP combos providing that Add is in DP mode. | *After job change, the last X will trigger the option for DP combos providing that Add is in DP mode. |