Makiatto/skill4data: Difference between revisions
AndyVipEvil (talk | contribs) Created page with "{| class=gf-table ! name | colspan=10 | Professional means |- ! icon | colspan=10 | dodgeBuffSelf |- ! text | Select an enemy target within a 9-title radius, cause physical damage equal to ($dmg_value)% ATK, gain 4 confectance index point, and obtain 2 stacks of Conventional strategies. Conventional strategy: Reduce taken range damage received by 25%. Each time you receive range damage, 1 stack is consumed, up to 3 stacks. |- ! dmg_value | 100 || 100 || 100 || 100 || 100..." |
AndyVipEvil (talk | contribs) No edit summary |
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{| class=gf-table | {| class=gf-table | ||
! name | ! name | ||
| colspan=10 | | | colspan=10 | Absolute Defense | ||
|- | |- | ||
! icon | ! icon | ||
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|- | |- | ||
! text | ! text | ||
| | | Obtain Ice shield and Alert, which last for 2 rounds. The amount absorbed by the Ice shield is equal to ($dmg_value)% ATK, up to 80% max HP. | ||
Ice shield: Consume the Ice shield to offset the same amount of damage. When the Ice shield is broken, the enemy that breaks it will be frozen for 1 round. Cannot be dispelled. | |||
Alert: When the Ice shield still available, when an enemy unit within range launches a basic attack or active skill on a friendly unit, make a Preemptive Counterattack, causing Ice damage equal to ($bonus_dmg_value)% ATK and deal 2 points of stability damage, and applying Freeze, which lasts for 1 round and can be triggered up to 2 times per round. Cannot be dispersed. | |||
Freeze: Mobility is reduced by 1 title; at the end of the action, if there are 2 stack of Freeze, it will be converted into Stiff Cold, lasting for 1 round; up to 2 stacks. | |||
Stiff Cold: Unable to move, unable to use active skills. | |||
Preemptive Counterattack: Makes an attack; cannot be triggered by Ambush, Counterattack, and Support attacks. | |||
|- | |- | ||
! dmg_value | ! dmg_value | ||
| | | 65 || 65 || 65 || 65 || 65 || 65 || 65 || 65 || 65 || 65 || | ||
|- | |- | ||
! | ! bonus_dmg_value | ||
| | | 80 || 80 || 80 || 80 || 80 || 80 || 80 || 80 || 80 || 80 || | ||
|- | |- | ||
! turn_cooldown | ! turn_cooldown |
Revision as of 04:30, 7 December 2024
name | Absolute Defense | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
icon | dodgeBuffSelf | ||||||||||
text | Obtain Ice shield and Alert, which last for 2 rounds. The amount absorbed by the Ice shield is equal to ($dmg_value)% ATK, up to 80% max HP.
Ice shield: Consume the Ice shield to offset the same amount of damage. When the Ice shield is broken, the enemy that breaks it will be frozen for 1 round. Cannot be dispelled. Alert: When the Ice shield still available, when an enemy unit within range launches a basic attack or active skill on a friendly unit, make a Preemptive Counterattack, causing Ice damage equal to ($bonus_dmg_value)% ATK and deal 2 points of stability damage, and applying Freeze, which lasts for 1 round and can be triggered up to 2 times per round. Cannot be dispersed. Freeze: Mobility is reduced by 1 title; at the end of the action, if there are 2 stack of Freeze, it will be converted into Stiff Cold, lasting for 1 round; up to 2 stacks. Stiff Cold: Unable to move, unable to use active skills. Preemptive Counterattack: Makes an attack; cannot be triggered by Ambush, Counterattack, and Support attacks. | ||||||||||
dmg_value | 65 | 65 | 65 | 65 | 65 | 65 | 65 | 65 | 65 | 65 | |
bonus_dmg_value | 80 | 80 | 80 | 80 | 80 | 80 | 80 | 80 | 80 | 80 | |
turn_cooldown | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |
skilllevelcount | 1 |