500
Physical
2.2 (level 1); 2.3 (level 2); 2.4 (level 3); 2.5 (level 4); 2.6 (level 5); 2.7 (level 6); 2.8 (level 7); 2.9 (level 8); 3 (level 9); 6 (level 10)
2.2 (level 1); 2.3 (level 2); 2.4 (level 3); 2.5 (level 4); 2.6 (level 5); 2.7 (level 6); 2.8 (level 7); 2.9 (level 8); 3 (levels 9 and 10); multiplier for each hit
130 + 2 * Skill Level First
1 hit (levels 1 to 10) Other Hits Count: 0 hit (levels 1 to 3); 1 hits (levels 4 to 6); 2 hits (levels 7 to 10); damage calculation is done for each hit
Defaults to the Katana's Auto Attack Max Range Hit Range (All Hits): 2m (levels 1 and 2); 3m (levels 3 to 6); 4m (levels 7 to 10); around caster
This skill is treated as an Unsheathe Attack. This skill has the Perfect Aim attribute. If this skill is used outside of a combo or as the last skill of a combo, and you aren't afflicted with the Slow aliment or the Stop aliment, you can dash to any direction using the movement "trackball" during the sheathing animation of the skill,[Main Katana Only] If you use this skill after Kasumisetsu Getsuka, then you will use enhanced one, Sakura Ranman which is add extra multiplier (+1 + 0.5 + 0.5) (+1 +1 +1) to each corresponding hits compared to hasso original multiplier. Also, grant +300 MP Recovery for every Sakura Ranman successfully hit[cap at 600MP].. Sakura Ranman
Since Kasumisetsu Getsuka grant whatever is it 1 Sakura stack. So to trigger Sakura Ranman, u just need to have that 1 Sakura stack and use Hasso Happa anytime.
