Mobile Shelling: Difference between revisions

m
no edit summary
(Impact Deto is the only tena affected, so might as well.)
mNo edit summary
Line 24: Line 24:
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! rowspan=3 | Skill Level !! rowspan=3 | Level Required !! colspan=5 | Mobile Siege Shelling !! colspan=3 | Enhanced Cannonballs
! rowspan=3 | Skill Level !! rowspan=3 | Level Required !! colspan=5 | Mobile Shelling !! colspan=3 | Enhanced Cannonballs
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! rowspan=2 | Enhanced Cannonball Blast (Magical) !! colspan=3 | Aim Range !! rowspan=2 | Range Increase !! rowspan=2 | Cannonball Gain<br>(Per [[Siege Shelling]] {{CX}} input) !! colspan=2 | Damage Increase (Per Enhanced Cannonball Consumed)
! rowspan=2 | Enhanced Cannonball Blast (Magical) !! colspan=3 | Aim Range !! rowspan=2 | Range Increase !! rowspan=2 | Cannonball Gain<br>(Per [[Siege Shelling]] {{CX}} input) !! colspan=2 | Damage Increase (Per Enhanced Cannonball Consumed)
Line 65: Line 65:


== Tips and Details ==
== Tips and Details ==
*While in '''Mobile Siege Shelling''', the camera will zoom out and pan to the side, allowing you to see further ahead. You are able to slowly move with the {{CR}} and {{CL}} keys and can freely switch back to '''Siege Shelling''' by pressing the {{CD}} key again. You will also automatically switch back if you run out of enhanced cannonballs.
*While in '''Mobile Shelling''', the camera will zoom out and pan to the side, allowing you to see further ahead. You are able to slowly move with the {{CR}} and {{CL}} keys and can freely switch back to '''Siege Shelling''' by pressing the {{CD}} key again. You will also automatically switch back if you run out of enhanced cannonballs.
**Switching between stances will '''not''' reset the input count of Siege Shelling. The seventh shot of Siege Shelling (no matter when fired) will always launch enemies away.
**Switching between stances will '''not''' reset the input count of Siege Shelling. The seventh shot of Siege Shelling (no matter when fired) will always launch enemies away.
***After unlocking [[Awakened Will: Tactical Trooper]], this limitation is removed, allowing you to switch between either stance freely as long as cannonballs are available.
***After unlocking [[Awakened Will: Tactical Trooper]], this limitation is removed, allowing you to switch between either stance freely as long as cannonballs are available.
**When switching between stances, the standby MP drain is temporarily disabled, though since it takes effect again immediately upon the animation ending, this will still not let you gain MP at your natural MP gain rate.
**When switching between stances, the standby MP drain is temporarily disabled, though since it takes effect again immediately upon the animation ending, this will still not let you gain MP at your natural MP gain rate.
*Unlike Siege Shelling, you cannot cancel '''Mobile Siege Shelling''' through skills or movement, with the sole exception of [[Back Blast]]. You are able to dash out of the switching animation between stances, however, and moving off a ledge will automatically cancel the stance.
*Unlike Siege Shelling, you cannot cancel '''Mobile Shelling''' through skills or movement, with the sole exception of [[Back Blast]]. You are able to dash out of the switching animation between stances, however, and moving off a ledge will automatically cancel the stance.
*While the in-game tooltip claims the enhanced cannonballs fired by '''Mobile Siege Shelling''' pierce enemies 3 times, this is false. They only pierce twice, once more than normal [[Siege Shelling]].
*While the in-game tooltip claims the enhanced cannonballs fired by '''Mobile Shelling''' pierce enemies 3 times, this is false. They only pierce twice, once more than normal [[Siege Shelling]].
*Whereas '''Siege Shelling''''s range increase is based on the range of missiles fired from commands, '''Mobile Siege Shelling''''s range increase is based on the resulting range of '''Siege Shelling''' itself, allowing it to reach even further.
*Whereas '''Siege Shelling''''s range increase is based on the range of missiles fired from commands, '''Mobile Shelling''''s range increase is based on the resulting range of '''Siege Shelling''' itself, allowing it to reach even further.
*Just like '''Siege Shelling''', the missiles can deal splash damage, and due to piercing one additional time, are less limited in the potential damage benefit by comparison.
*Just like '''Siege Shelling''', the missiles can deal splash damage, and due to piercing one additional time, are less limited in the potential damage benefit by comparison.
**As always, the missiles also explode at the end of their range, though the increased range makes it harder to land this on a single enemy.
**As always, the missiles also explode at the end of their range, though the increased range makes it harder to land this on a single enemy.
*Firing missiles while in '''Mobile Siege Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Firing missiles while in '''Mobile Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
*Enhanced cannonballs will only be consumed for cannonball costs that are not inherently mandatory. This includes [[Aiming Shot]], which can be used without consuming a cannonball if nothing is in range, and [[Artillery Strike - Missile Shower]], which prior to gaining invincibility while aiming could be interrupted without making you consume cannonballs. By extension, the damage increase then also usually only applies to whichever part of the skill requires these cannonballs specifically.
*Enhanced cannonballs will only be consumed for cannonball costs that are not inherently mandatory. This includes [[Aiming Shot]], which can be used without consuming a cannonball if nothing is in range, and [[Artillery Strike - Missile Shower]], which prior to gaining invincibility while aiming could be interrupted without making you consume cannonballs. By extension, the damage increase then also usually only applies to whichever part of the skill requires these cannonballs specifically.
Line 83: Line 83:


== Trivia ==
== Trivia ==
*While in '''Mobile Siege Shelling''', pale blue smoke will surround the Destroyer, implying the enhanced cannonballs contain primed disfrozen canisters as seen in [[Chaos Cannon]] and [[Carpet Bombing]].
*While in '''Mobile Shelling''', pale blue smoke will surround the Destroyer, implying the enhanced cannonballs contain primed disfrozen canisters as seen in [[Chaos Cannon]] and [[Carpet Bombing]].
*[[Aiming Shot]], [[Impact Detonation]] and [[Dread Chase]] will visibly fire red missiles whenever they consume enhanced cannonballs, just like '''Mobile Siege Shelling''' itself.
*[[Aiming Shot]], [[Impact Detonation]] and [[Dread Chase]] will visibly fire red missiles whenever they consume enhanced cannonballs, just like '''Mobile Shelling''' itself.
<br>
<br>


ElEditors, Administrators
16,042

edits