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Makiatto/skill4data: Difference between revisions

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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..."
 
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{| class=gf-table
{| class=gf-table
! name
! name
| colspan=10 | Professional means
| colspan=10 | Absolute Defense
|-
|-
! icon
! icon
Line 7: Line 7:
|-
|-
! text
! text
| Select an enemy target within a 9-title radius, cause physical damage equal to ($dmg_value)% ATK, gain 4 confectance index point, and obtain 2 stacks of Conventional strategies.
| Obtain Ice shield and Alert, which last for 2 rounds. The amount absorbed by the Ice shield is equal to ($dmg_value)% ATK, up to 80% max HP.
Conventional strategy: Reduce taken range damage received by 25%. Each time you receive range damage, 1 stack is consumed, up to 3 stacks.
 
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
| 100 || 100 || 100 || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  
| 65 || 65 || 65 || 65 || 65 || 65 || 65 || 65 || 65 || 65 ||  
|-
|-
! Stability damage
! bonus_dmg_value
| colspan=10 | 2
| 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