Chaos Cannon: Difference between revisions
NA Chung balance, Tips and Details added.
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== Skill Information == | == Skill Information == | ||
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| align="left" | 13 || 71 || 120% || 1519% | | align="left" | 13 || 71 || 120% || 1519% | ||
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== Tips and Details == | == Tips and Details == | ||
* | *Affected by [[Converted Warhead|Modified Warhead]]. | ||
*You can manually fire the default shots at a faster rate by repeatedly pressing the X key. This reduces Chaos Mode's duration by about 30%. | |||
*After the eight default shots, up to two extra shots can be fired using cannonballs. Each shot uses a pair of cannonballs. [[Mobile Armored Mode|Red cannonballs]] are prioritized over blue and for each one used in a pair, the shot is 5% stronger. | |||
*Chaos Mode is a special [[Chung's Features#Heavy Stance|heavy stance]] that reduces damage by 80% instead of the usual 67%. | *Chaos Mode is a special [[Chung's Features#Heavy Stance|heavy stance]] that reduces damage by 80% instead of the usual 67%. | ||
**Whenever Chung gets hit during this skill, he will fire a shot. These counterattacks are separate from the default | **Whenever Chung gets hit during this skill, he will fire a shot. These counterattacks are separate from the default shots. | ||
**Incapacitating [[Status Effects|status effects]] such as petrification prevent Chung from firing, but [[Chaos Cannon]]'s duration continues. | **Incapacitating [[Status Effects|status effects]] such as petrification prevent Chung from firing, but [[Chaos Cannon]]'s duration continues. | ||
**Immediately after the skill, Chung is momentarily in regular heavy stance. | **Immediately after the skill, Chung is momentarily in regular heavy stance. | ||
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**If Chung jumps around, he momentarily stops shooting. No shots are fired if he keeps jumping, but the duration still decreases. | **If Chung jumps around, he momentarily stops shooting. No shots are fired if he keeps jumping, but the duration still decreases. | ||
*This skill does not knockdown and flinches mobs for a longer period of time on impact than a normal hit. | *This skill does not knockdown and flinches mobs for a longer period of time on impact than a normal hit. | ||
**This can make [[ | **This can make Magmanta ([[7-5|Hamel 5]] boss) unable to retreat. | ||
*In [[Henir's Time and Space]], [[Chaos Cannon]]'s explosions are large enough to hit multiple bosses very close to Chung if the skill is used between them. This method can be used in other areas with similarly powerful foes as well. | *In [[Henir's Time and Space]], [[Chaos Cannon]]'s explosions are large enough to hit multiple bosses very close to Chung if the skill is used between them. This method can be used in other areas with similarly powerful foes as well. | ||
**Party members can facilitate this by pushing mobs together. | **Party members can facilitate this by pushing mobs together. | ||
**This method has the additional benefit of being independent of mob size, allowing high damage to be done even on human-sized foes like double [[ | **This method has the additional benefit of being independent of mob size, allowing high damage to be done even on human-sized foes like double Ran ([[7-7|Hamel 7]] boss) encounter in Henir. | ||
*Both rockets can hit a single foe if its hitbox is wide enough. [[ | *Both rockets can hit a single foe if its hitbox is wide enough. Dark Nephilim ([[6-6|Velder 6]] boss) is vulnerable to this when it is lying on the ground after hitting a trap as long as both sides of the Destroyer overlap with its head. | ||
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