300
Physical, 1st hit uses ATK, 2nd hit uses ATK + Halberd MATK/2
(5 + 0.5 * Skill Level) * (100% + Charge%)
300
(5 + 0.5 * Skill Level) * (100% + Charge%)
30 * Skill Level
2 hits on the main target; 1 hit on all other targets (from AOE); damage calculation is done for each hit.
Theoretically infinite(but need target to cast) Second AOE
in front of the caster after dash, with 4m of radius and an angle of 90° Teleport Distance: MIN((9 + Charge% Value * 0.08);16)m -this teleport distance can be considered as 1st hit's range.Second AOE Hit
None (with Neutral element); Ignite (with Fire element); Freeze (with Water element); Slow (with Wind element); Poison (with Earth element); Blind (with Light element); Cursed (with Dark element) Second AOE Hit
(Skill lvl ^ 2)% Second AOE Hit
10 sec Second AOE Hit
None
1st Hit has a Perfect Aim attribute, also it has physical pierce bonus based on the distance between you and the enemy on dash/launch = +INT(range - 1m) * 10% Physical Pierce [no cap, you can reach 200% PP to attain 100% Pierce for 2nd hit from distance bonus alone].. Meanwhile, the 2nd AOE Hit only has Absolute Critical!!! However if 2nd AOE hit got evaded, then turn Yellow dmg(absolute critical) into White dmg(no crit) instead of get evaded. But for absolute/forced evasion phase such as Evil Crystal Beast, then 2nd AOE hit still gets evaded. 2nd AOE hit of this skill is somewhat hybrid damage with physical properties(such as phy proration, cr, stab, etc.). This 2nd hit damage uses Base Damage like this: (ATK + Halberd MATK/2 + Player Lvl - Enemy Lvl) * (100-pres)% - MDEF. (as per 24 April 2025 adjustment, the base damage now uses Halberd MATK instead of regular MATK).,2nd Hit uses Pierce as follow: MAX(INT(1st Hit Physical Pierce%/2); Magic Pierce%) and refer to MDEF. This calculation uses 1st Hit’s Physical Pierce% with attack range bonus, N Dragon Tooth’s buff, Sicarius, etc included before division. PP% used for 2nd Hit’s calculation can exceed 100% (you can reach 100% pierce from PP%)., Manual Mode! Using this skill manually to target, will enter Charge Mode. The more you charge then more damage will be dealt. 20% Charge every 1 second(this charge over time unaffected by motion speed%). This skill will stop charge and deal damage right away by moving your character or when charge reaches 100%.
You can release charge after charge reaches 20% only., If you sense Enemy AOE during Charging Mode, then you will automatically release 100% charge instantly.
Must charge before AOE comes!, Combo Mode! If you put this skill in a combo(not opener), it will gain Charge% depends on which combo slot you put it on. Every 1 combo slot after Combo Opener = +5%. Example: Opener(can manual charge up to 100%) > 2CC(5%) > 3CC(10%) > 4CC(15%) > ... > 10CC(45%) MAX. CC refers to Combo count or combo slot.,ps. CC Charge% formula = (CC - 1) * 5% After releasing Charge Mode, it will teleport you to 1m in front of the main target. Attention! This skill will not deal damage to the target if your skill didn’t reach the target. You have to pay attention to the distance & Charge% or else only the 2nd AOE will hit, or none at all., This skill damage is affected by srd% only, even if you dash/teleport from 8m. (Similar to Thunder Release). And Long Range shot skills can affect this. This skill uses and deals physical proration; 2nd hit uses the same proration as 1st hit.,
