Frenzy: Difference between revisions
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| [[File:CrRTrans5.png]] | | [[File:CrRTrans5.png]] | ||
| {{SkillType|P}} When [[Bloody Action| | | {{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. | ||
|} | |} | ||
<br> | <br> | ||
== Requirements == | == Requirements == | ||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | {| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Rose" | ||
|- | |- | ||
| [[Crimson Rose]] : Transcendent || 90 || {{SkillText|SkillQuest|7}} | ! Class !! Level Required !! Skill Requirement | ||
|- | |||
| [[Crimson Rose]]: Transcendent || 90 || {{SkillText|SkillQuest|7}} | |||
|} | |} | ||
<br> | <br> | ||
== Skill Information == | == Skill Information == | ||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Rose" | |||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | |||
|- | |- | ||
| align="left" | 1 || 90 || | ! rowspan=2 | Skill Level !! rowspan=2 | Level Required !! colspan=5 | {{se|332|Frenzy}}<br>(At Full Stacks of [[Bloody Action|Bloody Carnival]]) | ||
|- | |||
! 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 | |||
|- | |||
| colspan="7" | {{PvE}} | |||
|- | |||
| align="left" | 1 || 90 || 25% || 30% || 30% || 10% || 5 Seconds | |||
|- | |||
| colspan="7" | {{PvP}} | |||
|- | |||
| align="left" | 1 || 90 || 12.5% || 12% || 30% || 10% || 30 Seconds | |||
|} | |} | ||
<br> | |||
==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; | |||
}} | |||
<br> | <br> | ||
== 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. | ||
*{{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 effect can be prolonged by using [[Gun Dance/ModA|[Mod] Gun Dance]]. | **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 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]]. | |||
<br> | <br> | ||
== Updates == | ==Updates== | ||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | {| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Rose updates-table" | ||
|- | |||
! colspan=2 | Date !! colspan=2 | Changes | ! colspan=2 | Date !! colspan=2 | Changes | ||
|- | |- | ||
! KR !! NA !! PvE !! PvP | ! KR !! NA !! PvE !! PvP | ||
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*{{buff|Critical Damage Increase increased.}} | *{{buff|Critical Damage Increase increased.}} | ||
*{{buff|Critical Damage Increase effect applies to allies as well.}} | *{{buff|Critical Damage Increase effect applies to allies as well.}} | ||
|- | |||
| 08/27/2020 || 09/23/2020 || align="left" | | |||
*{{buff|Special Active Skill Damage Increase increased.}} | |||
*{{buff|Reactivation Cooldown decreased.}} | |||
| align="left" | | |||
*{{nerf|Special Active Skill Damage Increase decreased.}} | |||
|- | |||
| 01/28/2021 || 02/24/2021 || colspan=2 align="left" | | |||
*{{buff|Special Active Skill Damage Increase increased.}} | |||
*{{buff|Received Damage Decrease effect added.}} | |||
*{{buff|Special Active Skill Cooldown Reduction on hit with Active Skill increased.}} | |||
|- | |||
| 08/19/2021 || 09/15/2021 || colspan=2 align="left" | | |||
*{{buff|Removed '''Bleed''' requirement for Ally Critical Damage Increase.}} | |||
|- | |||
| 06/09/2022 || 07/06/2022 || colspan=2 align="left" | | |||
*Tooltip improved. | |||
|- | |||
| 04/25/2024 || <!-- Approx 05/22/2024--> || colspan=2 align="left" | | |||
*Buff icon changed from [[File:Status 332.png]] to [[File:Dunno.png|20px]] | |||
|} | |} | ||
<br> | <br> | ||
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}} | }} | ||
<br> | <br> | ||
{{SkillNav - Crimson Rose}} | |||
{{ |