0(buff cast) / 700 (attack cast)
Magic
700 + Charge
0.03 * Skill Level * Charge (for each hit up to 20% charge, restart to a new hit every 20%); starts increasing again in a similar manner after 100% (+0.03 * Skill Level * Charge, switch to the next hit after every 20%), up to +0.6 * Skill Level multiplier for all hits each at 200%
1 hit every 20%, max 5 hits
infinite, limited to 24m (maximum targeting range)
length of 100m and width of 2m, from the caster towards the main target
The skill will Miss if cast at 0%. This skill has chance to not get guarded by MAX[0 ; (MCannon Charge - 100)]%. If the attack cast has the same Combo Tag as the buff cast did, the Combo Tag of the attack cast will be ignored. The Combo Multiplier carries over from the buff cast; this takes into account if the attack cast's Combo Tag is ignored; the total Combo Multiplier is calculated as follows:. Magic: Cannon Total Combo
Attack Cast Combo Multiplier + Buff Cast Combo Multiplier - 100 Remember! Out of all combo tags, Only Bloodsucker(lifesteal) and Mind’s eye(always graze/no miss) tags cannot apply on buff(Charge) cast, but Bloodsucker after-effect(Spirit = boost dmg), Smite, Save and the rest can apply on buff cast.. This skill is affected by Concentrate, Long Range passive, Short Range Damage and Long Range Damage stats; Long Range Damage stat will be applied to the entire skill instead of Short Range Damage stat if at least 1 enemy hit by this skill is at 8m or further from the caster, regardless of where the other enemies are
The next cast of Magic: Cannon becomes 700 MP. Gains charge over time, 1% charge every second, reduces to 1% every 2 seconds after reaching 100% charge.. Can only gain up to 200% charge, after which you cannot gain charge anymore by any means.
Until you cast Magic: Cannon(attack cast) again OR upon taking damage from Mana Explosion. If you get Mana Explosion from enemies, then your charge over time remains unchanged until 100%(over 100%, will stop charge) and disables your ability to gain charge% from magic skills. Fortunately, using this skill will clear Mana Explosion ail if you got afflicted with it., Using certain skills also gives charge depending on its Final Cast Time[seconds], your Cast Time reduction from your cspd and this skill’s level.. Formula= (40 * Cast Time Reduction * 2[if staff/main md] + Final Cast Time * Skill Level) / 2[if your charge over 100%] This formula above applies to all following skills below except Instant cast Magic: Impact, Instant cast Maximizer and Enchant Sword. Both 3 skills above uses (20 * Cast Time Reduction) * 2[if staff/main md] / 2[if your charge over 100%] Cast Time Reduction = MIN(50 ; CSPD/20)% + (MAX(CSPD - 1000 ; 0)/180)% (fixed the explanation to another embed below)- Final Cast time is after reduction from cspd, mburst stack, chain cast, etc. - List of all skills that can gain this charge%: All Magic skills, except Mp Charge, Qadal, Chrono Shift, Enchanted Barrier & Guardian Beam Priest = Bless, Gloria, Royal Heal, Holy Light, Prayer Magic Blade = Ether Flare & Enchant Sword Wizard = Mana Crystal & Imperial Rays Others = Red Tear(Dark Tree), Punish Ray(Halberd Tree)
i don’t know if this bugged or not… well that -2% still there when we have 0-400 cspd, but no more -2% when have over 800 cspd - The charge animation of this skill is not affected by motion speed from character's status, but can use "swift" combo tag's motion speed modifier.Magic cannon charge mechanicsCAST SPEED MODIFIER. CastSpeedModifier (CSM%) is how much CSPD speeds up casting and affects Magic Cannon charge. Up to 1000 CSPD: Every 20 CSPD adds 1 CSM%. Beyond 1000 CSPD: Every 180 CSPD adds 1 CSM%. CSM% is capped at 100% (10.000 CSPD)., Skills are divided into 3 categories: ◇ Instant Cast Skills (Guardian beam...) If CSPD ≤ 1000: Charging = 80 × CSM%. If CSPD > 1000: Charging = 20 + (40 × CSM%), ◇ Skills with Casting Time (Magic: Storm, Crash, Arrows...) If CSPD ≤ 1000: Charging = (Cast Time × 10) + (80 × CSM%). If CSPD > 1000: Charging = 20 + (Cast Time × 10) + (40 × CSM%), ◇ Skills with no cast time but not "instant" (Resonance, Enchanted Sword...) If CSPD ≤ 1000: Charging = 40 × CSM%. If CSPD > 1000: Charging = 10 + (20 × CSM%), CHARGE PENALTIES. After reaching 100% charge, all charging skills receive a x0.5 charge penalty. However, the transition from below to above 100% can affect the charged amount. Breakpoint mechanic. When a skill is used below 100% but above the breakpoint%, it gets a reduced x0.75 penalty instead. Breakpoint% = 100% - (Skill’s Charge / 2) When a skill is used below the breakpoint%, even if it goes over 100% charge, it gives the full intended charge, bypassing the 75% and 50% penalties. Example. I cast Magic: Arrows with 2840 total CSPD. CSM% = 50% (from first 1000 CSPD) + ((2840 - 1000)/180 ≈ 10.22%) = 60.22% Charge% (cast time skill) = 20 + (0.77 × 10) + (40 × 60.22%) ≈ 20 + 7.7 + 24.09 ≈ 51.79 = 51% Breakpoint% = 100 - (51 / 2) = 74% At 73% or less ➔ Gives the full charge amount (+51%) At 75% or more ➔ Only 75% of the charge amount (+38%) At 100% or more ➔ Only 50% charge amount (+25%)
Skill Multiplier per hit +baseINT/100
Skill Constant gaine
Width +1m
