400 (buff cast) / 0 (attack cast)
Physical Main Hit
(4 + 0.5 * Skill Level) * number of charges Additional Hits
2; skill multiplier for each hit Decoy Hit
(0.8 + 0.1 * Skill Level) * number of charges Main Hit
300 + 10 * Skill Level Additional Hits
300 + 10 * Skill Level; constant for each hit Decoy Hit
60 + 2 * Skill Level
1 hit (Main Hit and Decoy Hit); number of charges - 1 (Additional Hits); damage calculation is done for each hit
Buff cast-Unlimited; Attack cast-12m
Length of 100m and radius of 1m; from the caster's position (Main Hit)/ main target (Additional Hits)/ length of 100m and radius of 1m; from the decoy's position (Decoy Hit)
If you use the attack cast while you have no charges, it will fizzle (and your avatar will look puzzled). This skill will add an additional hit if a decoy from Decoy Shot is active. 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:. CrossFire 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.
The next cast of Cross Fire becomes 0 MP. Gains charges over time, starting at 0 charges. Maximum charge limit: 2 (levels 1 to 3); 3 (levels 4 to 6); 4 (levels 7 to 9); 5 (level 10). Time for each charge: 1second (first charge); 2 seconds (second charge); 5 seconds (third charge); 10 seconds (fourth charge); 17 seconds (fifth charge) [the current charge must be completed before proceeding to the next charge]. If you get hit, the skill will stop charging; if you get hit while you have no charges, the buff is removed
Until you cast Cross Fire(attack cast) again OR until you get hit if you have no charges
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.
Main Hit Skill Multiplier +((baseDex/500 + 0.5) * number of charges)
Radius of Main Hit +1
Additional Hits Skill Multiplier +1
Additional Hits Physical Pierce +(baseDex/10)% Only Main Hit and Decoy Hits are affected by Whack, Long Range and Short Range Damage/Long Range Damage stats. Meanwhile Additional Hits are only affected by Whack
