Siege Shelling: Difference between revisions

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{| 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" | Character Level !!  colspan="3" | Damage !! colspan="3" | Aim Range !! rowspan="3" | Range<br>Increase<br>(From 800) !! rowspan="3" | Max Input<br>Count !! rowspan="3" | Chance to<br>use no ammo !! rowspan="3" | Ammo Reloaded !! rowspan="3" | MP Usage !! rowspan="3" | Cooldown
! rowspan="3" | Character Level !!  colspan="4" | Damage !! colspan="3" | Aim Range !! rowspan="3" | Range<br>Increase<br>(From 800) !! rowspan="3" | Max Input<br>Count !! rowspan="3" | Chance to<br>use no ammo !! rowspan="3" | Ammo Reloaded !! rowspan="3" | MP Usage !! rowspan="3" | Cooldown
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! rowspan="2" | Strike (Physical) !! colspan="2" | Shots (Magical) !! rowspan="2" | Upward !! rowspan="2" | Downward !! rowspan="2" | Depth
! rowspan="2" | Reload (Physical) ! rowspan="2" | Strike (Physical) !! colspan="2" | Shots (Magical) !! rowspan="2" | Upward !! rowspan="2" | Downward !! rowspan="2" | Depth
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! Initial !! Final
! Initial !! Final
|-
|-
| align="left" | 10 || 219% || 516% || 645% || rowspan="2" | ~50° || rowspan="2" | ~30° || rowspan="2" | 45° || rowspan="2" | 37% || rowspan="2" | 7 || rowspan="2" | 30% || rowspan="2" | 1 || rowspan="2" | 20 MP || rowspan="2" | 5 Seconds
| align="left" | 10 || 219% || 219% || 516% || 645% || rowspan="2" | ~50° || rowspan="2" | ~30° || rowspan="2" | 45° || rowspan="2" | 37% || rowspan="2" | 7 || rowspan="2" | 30% || rowspan="2" | 1 || rowspan="2" | 20 MP || rowspan="2" | 5 Seconds
|-
|-
| align="left" | [Enhanced] 74 || 262% || 619% || 774%
| align="left" | [Enhanced] 74 || 262% || 262% || 619% || 774%
|}
|}
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! colspan=6 | Enhanced Siege Shelling !! colspan=3 | Persistent Siege Shelling
! colspan=6 | Enhanced Siege Shelling !! colspan=3 | Persistent Siege Shelling
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! rowspan=2 | Level Required !! rowspan=2 | Attribute Effect !! colspan=4 | Details !! rowspan=2 | Level Required !! rowspan=2 | Attribute Effect !! Details
! rowspan=2 | Level Required !! rowspan=2 | Attribute Effect !! colspan=5 | Details !! rowspan=2 | Level Required !! rowspan=2 | Attribute Effect !! Details
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! Strike !! Initial !! Final !! Critical Rate !! KD Reduction
! Reload !! Strike !! Initial !! Final !! Critical Rate !! KD Reduction
|-
|-
| 14 || rowspan=2 | {{SkillText|Enhanced|80}} || 175.2% || 412.8% || 516% || rowspan=2 | 100% || rowspan=2 | 21 || rowspan=2 | {{SkillText|Persistent|10}} || rowspan=2 | -80 KD
| 14 || rowspan=2 | {{SkillText|Enhanced|80}} || 219% || 175.2% || 412.8% || 516% || rowspan=2 | 100% || rowspan=2 | 21 || rowspan=2 | {{SkillText|Persistent|10}} || rowspan=2 | -10 ~ 90 KD
|-
|-
| [Enhanced] 74 || 211.2% || 495.2% || 619.2%
| [Enhanced] 74 || 262% || 211.2% || 495.2% || 619.2%
|}
|}
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== Tips and Details ==
== Tips and Details ==
*Chung will enter [[Freiturnier#Heavy_Stance|Heavy Stance]] while he is firing the 7th cannon shot or when ending the skill with the Melee Cannon Attack.
*Reload is not affected by '''Enhanced Siege Shelling'''.
*Chung will enter [[Freiturnier#Heavy Stance|Heavy Stance]] while he is firing the 7th cannon shot or when ending the skill with the Melee Cannon Attack.
*The missiles pierce once and explode after traveling a set distance or hitting a second target.
*The missiles pierce once and explode after traveling a set distance or hitting a second target.
**The missile explodes while piercing; allowing the skill to hit targets up to 2 times.
**The missile explodes while piercing; allowing the skill to hit targets up to 2 times.
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*This skill can inflict twice the amount of normal damage when attacking targets that are at the edge of the missile's range, which is about one screen in front of the player, or by using the previously mentioned methods efficiently.
*This skill can inflict twice the amount of normal damage when attacking targets that are at the edge of the missile's range, which is about one screen in front of the player, or by using the previously mentioned methods efficiently.
**The distance explosion has a lingering hitbox.
**The distance explosion has a lingering hitbox.
*Up to 7 cannonballs can be fired, but without getting lucky with the chance to use no ammo, [[Remodel Magazine]], [[Freiturnier#Berserk_Mode|Berserk mode]], or [[Gas Piston System]], it is impossible.
*Up to 7 cannonballs can be fired, but without getting lucky with the chance to use no ammo, [[Remodel Magazine]], [[Freiturnier#Berserk Mode|Berserk mode]], or [[Gas Piston System]], it is impossible.
*Unless Chung is firing, MP is continuously consumed in [[Siege Shelling]] stance at a rate of 1MP per second.
*Unless Chung is firing, MP is continuously consumed in [[Siege Shelling]] stance at a rate of 2 MP per second.
*Normal MP regeneration while attacking on [[Siege Shelling]] stance is disabled. This means items that modify MP regeneration would not work in [[Siege Shelling]] stance. However, some skills such as [[Modified Warhead]] will allow MP regeneration while attacking.
*Normal MP regeneration while attacking on [[Siege Shelling]] stance is disabled. This means items that modify MP regeneration would not work in [[Siege Shelling]] stance. However, some skills such as [[Modified Warhead]] will allow MP regeneration while attacking.
**This will also mean that this skill will not generate MP for your Pet.
**This will also mean that this skill will not generate MP for your Pet.
**'''Siege Shelling''' can still generate MP by activating certain [[Special Effect]]s or [[Titles|title effects]].
**'''Siege Shelling''' can still generate MP by activating certain [[Special Effect]]s or [[Titles|title effects]].
*By having enough Movement Speed, it is possible to catch after the seventh shot by cancelling with a dash. It is also possible to cancel right after the initial strike by dash, serving as a quicker and cheaper [[Reload]].
*By having enough Movement Speed, it is possible to catch after the seventh shot by cancelling with a dash. It is also possible to cancel right after the initial strike by dash, serving as a quicker and cheaper [[Reload]].
*Either by spacing out the shots or with the help of [[Intense Showtime]], [[Siege Shelling]] can easily be looped on itself indefinitely in [[Freiturnier#Berserk_Mode|Berserk mode]].
*Either by spacing out the shots or with the help of [[Intense Showtime]], [[Siege Shelling]] can easily be looped on itself indefinitely in [[Freiturnier#Berserk Mode|Berserk mode]].
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