Wednesday, June 4, 2014

Character Formulas & Multipliers - Karok

Data Source: NA (Premiere) 2014/05/21, TW (XE) 2014/05/27
Black Block = The skill does not exist in the version.




Common

Max = Base * (1 + Mastery + Specific)  Total = Max * Hits

Mult - Damage Multiplier  Down - Knockdown
Finish Attack - Mechanism of Finish system.
 You have to finish a trash mob to grab loots, which only China and Taiwan did not apply.
Attack Delay Hit, Blocked - Delay time of a successful hit and a hit which is blocked by the target.

Kick - Stamina Cost 0 | 3 and 0 | 2. If you check "Press Smash to kick downed enemies."
 3 and 2 are the values when you stomp downed enemies twice or more.
 

Pillar

Mammoth Sweep 2nd Attack > Ground Smack - It is not Smash in Premiere; it is in XE.
Pillar Counter - The Damage Dealt is yellow.
Pillar Counter, Pillar Toss - Smash Mastery does not apply to the Knockdown.
Active: Whirlwind - The first 3 loops are Smash in Premiere; they are not in XE.

Pillar Toss
Knockdown = Base + Pillar Toss
Crushing Sweep Lv. 1 ~ 5
Damage Multiplier = Base * (1 + Crushing Sweep) * Crushing Sweep Lv.

Cestus

Blast
Damage Multiplier = Base * (1 + Blast + X * 17%)
Knockdown = Base * (1 + Blast + X * 5%)
Big Bang Attack
Damage Multiplier = Base * (1 + Big Bang Attack) * (1 + X * 150%)
Knockdown = Base * (1 + Big Bang Attack) * (1 + X * 31%)
X = 0, 1, 2, 3

XE Combo Bonus Hits

Active Skill SP Cost & Cooldown

Range & Radius
Break Off Radius - Radius of the break off hitbox  Reflectable - Correspond to Vella's Backlash.


Clash
The damage on the last attack will increase 100% after your Clash lasts 5 seconds or longer.
The max time is 10 seconds.

Shout

Absorb Shock
▼ Rank 6
Temporary Damage = Damage Taken * (1 - Absorb%)

Temporary Damage is capped at 200.
On a successful Absorb Shock you get 0 Knockdown.
Every successful Absorb Shock will add a movement delay for 0.3 sec.
Your HP will start to restore in 0.3 sec after Absorb Shock.

Absorb Shock & Invincible Timing of Pillar
The time on the motion start is 0 sec.  Start - Start of the timing  Total = End - Start

Pillar Charge
Stamina Cost (STA / Sec) = 5 - (1 * -STA%)

Run doesn't require any stamina in XE, and Pillar Charge doesn't, either.

Pillar Toss
Speed - Flight speed of Pillar. It is described as +Range% in the skill description.

When use Pillar Toss you will have both status effects below
Strength Recovery: Boost Attack Speed by 20 and Max Stamina by 100 for 35 seconds.
Fatigue Points: The fatigue from tossing your pillar so many times has temporarily disabled the Strength Recovery effect for 120 seconds.
Pillar will teleport back for every 10 seconds.

War Slam &Crushing Sweep
Hits - Hits of War Slam  Duration - Duration of Crushing Sweep Lv.
Effect - Effect of the following Crushing Sweep

Earthquake
It has the force flinch effect.

Weaving & Invincible Timing of Cestus
Every successful Weaving will add a movement delay for 0.3 sec.

Blast Charge
Stamina Cost = 50 - Stamina Reduction

Blast: Terror Rush
It says "Increase attack speed by X%" but its actual effect is "Increase movement speed by X%."
It increases the whole movement speed, includes attackmoving and any other movement speed.

Gigantic Strength

Hulking Fury
Both the first punch and Combo Finish have the force flinch effect.


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