Frenzy: Difference between revisions
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| [[File:CrRTrans5.png]] | | [[File:CrRTrans5.png]] | ||
| {{SkillType|P}} When [[Bloody Action|Blood Carnival]] is at max stack, receive a {{se|332|Frenzy}} buff.<br>Entering {{se|332|Frenzy}} will activate [Over Strike] | | {{SkillType|P}} When [[Bloody Action|Blood Carnival]] is at max stack, receive a {{se|332|Frenzy}} buff.<br>Entering {{se|332|Frenzy}} will activate [[ECP System|Over Strike Mode]] and Active skills can be used without any ECP consumption.<br>Also increases the damage of Special Active skills and damage reduction, while successful active skill hits will decrease the cooldown of all Special Active skills.<br>{{se|332|Frenzy}} buff is removed when {{se|267|Over Strike Mode}} is deactivated. | ||
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! rowspan=2 | Skill Level !! rowspan=2 | Level Required !! colspan=5 | {{se|332|Frenzy}}<br>(At Full Stacks of [[Bloody Action|Bloody Carnival]]) | ! rowspan=2 | Skill Level !! rowspan=2 | Level Required !! colspan=5 | {{se|332|Frenzy}}<br>(At Full Stacks of [[Bloody Action|Bloody Carnival]]) | ||
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! Special Active Skill Damage Increase {{stat|m}} !! Damage | ! Special Active Skill<br>Damage Increase {{stat|m}} !! Received Damage<br>Decrease {{stat|m}} !! Special Active Current Cooldown Decrease<br>(Upon Successful Active Skill Hit) !! Enemy Critical Damage<br>Received Increase {{stat|a}} !! Reactivation<br>Cooldown | ||
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| colspan="7" | {{PvE}} | | colspan="7" | {{PvE}} | ||
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| align="left" | 1 || 90 || 12.5% || 12% || 30% || 10% || 30 Seconds | | align="left" | 1 || 90 || 12.5% || 12% || 30% || 10% || 30 Seconds | ||
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==Related Skills== | |||
{{SkillTable | |||
|RoseSkill3.png; Rising Shot; | |||
RoseSkill6.png; Needle Sobat; | |||
Bloodia1.png; Head Shot (Rose); | |||
CRActive7.png; Gun Guard; | |||
CRActive1.png; Western Fire; | |||
CRActive5.png; Bloody Chain; | |||
CrRTrans2.png; Blood Bullet; | |||
CRActive7.png; Gun Guard/Mod; | |||
CRActive1.png; Western Fire/Mod; | |||
}} | |||
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== Tips and Details == | == Tips and Details == | ||
*The Special Active Cooldown effect is based on the remaining cooldown and not the total cooldown of skills. Thus, the amount of time reduced from a cooldown decreases the closer it gets to 0. | *The Special Active Cooldown effect is based on the remaining cooldown and not the total cooldown of skills. Thus, the amount of time reduced from a cooldown decreases the closer it gets to 0. | ||
* | *{{se|332|Frenzy}}'s reactivation cooldown begins from when {{se|267|Over Strike Mode}}'s duration ends. | ||
** | **{{se|332|Frenzy}}'s cooldown time is affected by [[Saw Blade]]. | ||
*If you are already in {{se|267|Over Strike Mode}}, activating {{se|332|Frenzy}} will refresh the duration of {{se|267|Over Strike Mode}}, thus prolonging it. | |||
*Using [[Bloody Chain]] or [[Head Shot (Rose)|Head Shot]] during Over Strike is optimal to reduce cooldown for Special Actives. | *Using [[Bloody Chain]] or [[Head Shot (Rose)|Head Shot]] during Over Strike is optimal to reduce cooldown for Special Actives. | ||
**The initial melee hit when using the {{CX}}{{CX}}{{CX}}{{CX}} command is treated like an Active skill and will also lower Special Active cooldowns during '''Frenzy'''. | **The initial melee hit when using the {{CX}}{{CX}}{{CX}}{{CX}} command is treated like an Active skill and will also lower Special Active cooldowns during '''Frenzy'''. | ||
*The effect can be prolonged by using [[Gun Dance/ModA|[Mod] Gun Dance]]. | *The effect can be prolonged by using skills that consume all ECP, such as [[Gun Dance/ModA|[Mod] Gun Dance]]'s '''Kick'''. | ||
*The Special Active cooldown reduction is affected by pet attacks with multiple hits such as [[Mellow - Yellow]]. | *The Special Active cooldown reduction is affected by pet attacks with multiple hits such as [[Mellow - Yellow]]. | ||
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