Chaos Cannon: Difference between revisions

(Localization ignoring the / division between "duration/heavy stance triggers/pressing X", feelsNAman)
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== Tips and Details ==
== Tips and Details ==
*While in '''Chaos Mode''', you gain a special [[Freiturnier#Heavy Stance|heavy stance]] that reduces damage taken more than usual, while you can slowly move and jump around as the cannon periodically fires at set intervals. The cannon cannot fire while in midair, however.
*While '''Chaos Cannon''' is active, you gain a special [[Freiturnier#Heavy Stance|heavy stance]] that reduces damage taken more than usual, and you can slowly move and jump around as the cannon periodically fires at set intervals. The cannon cannot fire while in midair, however.
**You can manually fire the cannon earlier by pressing the {{CX}} key. Should you use the skill in its entirety in this way, using {{CX}} for every shot, the overall duration of the skill is cut into about 1/3rd.
**You can manually fire earlier by pressing the {{CX}} key. This shortens the interval between shots by roughly 20%. As the skill ends when the final shot is fired, this also decreases the overall duration by that much should you fire every shot with {{CX}}.
**After the default shots, up to 2 extra shots can be fired using cannonballs. Each shot uses a pair of cannonballs; [[Mobile Shelling#Red Cannonball Skill Boost|Enhanced Cannonballs]] boost the damage of these shots.
**The shots will also be fired immediately upon blocking a hit with the skill's Heavy Stance, which can make the skill fire even faster than just pressing {{CX}}, cutting the overall duration down accordingly.
**If '''Chaos Mode''' is interrupted by a launch pad, it will seemingly disable it entirely, allowing you to run at normal speed and even use commands and other skills until you stand still long enough to allow the cannon to fire. This is likely unintentional.
*The tooltip's listed duration is specifically the skill's base duration when letting the 8 default shots fire without triggering '''Heavy Stance''', using {{CX}} inputs, or interrupting it some other way such as by being in midair after jumping or while affected by incapacitating [[Status Effects|status effects]] such as petrification.
**If '''Chaos Mode''''s firing is interrupted by anything, such as being in midair after jumping or while affected by incapacitating [[Status Effects|status effects]] such as petrification, the skill's duration will still continue regardless. This also applies while the mode is 'disabled' through the use of a launch pad as described above.
**When interrupted continuously so no shots are ever fired, the skill's true duration is actually 13 seconds, which is roughly the time it takes to fire the two additional shots.
*At the end of the skill while Chung is putting the cannon away, you will momentarily gain regular [[Freiturnier#Heavy Stance|heavy stance]].
**If the skill is interrupted by a launch pad, it will seemingly disable it entirely, allowing you to run at normal speed and even use commands and other skills until you stand still long enough to allow the cannon to fire or it expires after its duration runs out. This is likely unintentional.
*The additional shots can consume [[Mobile Shelling]]'s enhanced cannonballs to boost their damage. Since you require 2 cannonballs per additional shot, this can be a mix of one normal and one enhanced cannonball.
*At the end of the skill while Chung is putting his Destroyer away, you will momentarily gain regular [[Freiturnier#Heavy Stance|heavy stance]].
*This skill flinches mobs for a longer period of time on impact than a normal hit, preventing certain boss patterns from triggering properly, such as [[Magmanta's Cave|Magmanta]]'s ability to retreat into the background.  
*This skill flinches mobs for a longer period of time on impact than a normal hit, preventing certain boss patterns from triggering properly, such as [[Magmanta's Cave|Magmanta]]'s ability to retreat into the background.  
*In PvP, the skill lacks its homing ability, causing the missiles to fly straight, with the firing angle randomly switching between straight, roughly 25 degrees up and roughly 25 degrees down.
*In PvP, the skill lacks its homing ability, causing the missiles to fly straight, with the firing angle randomly switching between straight, roughly 25 degrees up and roughly 25 degrees down.
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