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==Overview== | ==Overview== | ||
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* Ice, as its name implies, causes the freezing status effect. This encases an enemy in ice. Frozen enemies will be in place for a long period of time or if they take enough damage to be released from being frozen. | * Ice, as its name implies, causes the freezing status effect. This encases an enemy in ice. Frozen enemies will be in place for a long period of time or if they take enough damage to be released from being frozen. | ||
− | ** The | + | ** The Force skill [[Force (PSO2)#Ice|Freeze Keep]] increases the damage threshold before mobs will break out of being frozen. |
− | ** Freezing | + | **Freezing freezes mobs in place wherever the mob is on a player's screen. Outside of bosses, mobs are not synced in movement, but status effects are synced. |
==Barta== | ==Barta== | ||
− | { | + | |
− | | [[File: | + | {| class="wikitable table-bordered" style="text-align: center;" |
− | + | ! width="150px" | Name | |
− | + | ! colspan="19" |Description | |
− | | | + | |- |
− | | | + | | rowspan="6" |[[File:UITechBarta.png|link=]]<br>Barta<br>バータ |
− | | | + | | colspan="19" |Basic ice technique. Freezes the air to fire a line of icicles. |
− | | | + | |- |
− | + | ! width="170px" |Drop Table | |
− | + | ! width="90px" |Level | |
− | | | + | ! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17 |
− | + | |- | |
− | | | + | | rowspan="6" | Common Drop: Force |
− | + | |Req. T-ATK | |
− | | | + | |96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485 |
+ | |- | ||
+ | |Power (%) | ||
+ | | colspan="16" | ||1145 | ||
+ | |- | ||
+ | | Status (%) | ||
+ | | colspan="4" |28 | ||
+ | | colspan="5" |29 | ||
+ | | colspan="8" |30 | ||
+ | |- | ||
+ | |PP Cost | ||
+ | | colspan="17" |20 | ||
+ | |- | ||
+ | !Video | ||
+ | |Accuracy (%) | ||
+ | | colspan="17" |100% | ||
+ | |- | ||
+ | | Link | ||
+ | |Charge | ||
+ | | colspan="17" |0.60 | ||
|} | |} | ||
− | * Travels along the terrain and will hit all targets in its path until its max range is reached. Or if it runs into a wall. | + | *Travels along the terrain and will hit all targets in its path until its max range is reached. Or if it runs into a wall. |
** It may behave erratically on slopes because of how it sticks to the terrain, not necessarily the "ground" | ** It may behave erratically on slopes because of how it sticks to the terrain, not necessarily the "ground" | ||
− | * The projectile can "leap off" a cliff and travel downward. However, it cannot "climb up" cliffs/walls. | + | *The projectile can "leap off" a cliff and travel downward. However, it cannot "climb up" cliffs/walls. |
− | ** Free aiming it and aiming up allows you to arc the shot. Aim too high and it won't have much horizontal distance/speed though. | + | **Free aiming it and aiming up allows you to arc the shot. Aim too high and it won't have much horizontal distance/speed though. |
− | *** This can allow it to bypass some low walls/ cliffs. | + | ***This can allow it to bypass some low walls/ cliffs. |
− | ** The projectile does hold a constant horizontal speed after it's released. It's not affected by slopes or hills (in increasing/decreasing its speed). | + | **The projectile does hold a constant horizontal speed after it's released. It's not affected by slopes or hills (in increasing/decreasing its speed). |
− | * The width of the projectile is rather narrow compared to [[Fire Techniques#Foie|Foie]] or [[Wind Techniques#Ilzan|Ilzan]] | + | *The width of the projectile is rather narrow compared to [[Fire Techniques (PSO2)#Foie|Foie]] or [[Wind Techniques (PSO2)#Ilzan|Ilzan]]. |
− | ** The projectile may be low enough to actually miss some enemies being knocked back. This effect is pronounced if used uncharged | + | **The projectile may be low enough to actually miss some enemies being knocked back. This effect is pronounced if used uncharged. |
− | + | *Uncharged deals about 33% damage of a charged hit. | |
− | * Uncharged deals about 33% damage of a charged hit. | + | *Barta has a max projectile distance of about 80m. Uncharged is about 70m. |
− | * Barta has a max projectile distance of about | ||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
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|- | |- | ||
| rowspan="3" style="text-align: center;"| Ice Fang | | rowspan="3" style="text-align: center;"| Ice Fang | ||
− | | 1 || Power + | + | | 1 || Power +70~100% || PP Cost +3~10 || Status Effect Rate +15% |
|- | |- | ||
− | | 2 || Power + | + | | 2 || Power +100~130% || PP Cost +2~9 || Status Effect Rate +15% |
|- | |- | ||
− | | 3 || Power + | + | | 3 || Power +170~230% || Charge Time +0.10~0.30s || Status Effect Rate +15% |
|} | |} | ||
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==Gibarta== | ==Gibarta== | ||
− | { | + | {| class="wikitable table-bordered" style="text-align: center;" |
− | | [[File: | + | ! width="130px" | Name |
− | + | ! colspan="19" |Description | |
− | | | + | |- |
− | | | + | | rowspan="6" |[[File:UITechGiBarta.png|link=]]<br>Gibarta<br>ギ・バータ |
− | | | + | | colspan="19" |Intermediate ice technique. Quickly cools the atmosphere, producing icy shrapnel in front. |
− | | | + | |- |
− | | | + | ! width="190px" |Drop Table |
− | | | + | ! width="100px" |Level |
− | + | ! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17 | |
− | | | + | |- |
− | + | | rowspan="6" | Common Drop: Force | |
− | | | + | |Req. T-ATK |
− | + | |96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485 | |
− | | | + | |- |
+ | |Power (%) | ||
+ | | colspan="16" | ---||1380 | ||
+ | |- | ||
+ | | Status (%) | ||
+ | | colspan="4" |15 | ||
+ | | colspan="5" |16 | ||
+ | | colspan="8" |17 | ||
+ | |- | ||
+ | |PP Cost | ||
+ | | colspan="17" |23 | ||
+ | |- | ||
+ | !Video | ||
+ | |Accuracy (%) | ||
+ | | colspan="17" |100% | ||
+ | |- | ||
+ | | Link | ||
+ | |Charge | ||
+ | | colspan="17" |1.00 Sec | ||
|} | |} | ||
− | * Creates a roughly 90-degree field of ice in front of you | + | *Creates a roughly 90-degree field of ice in front of you. |
− | * The field does up to 3 hits, charged or uncharged. '''Each hit is 33% of the listed power if charged''', meaning you only get 99% of the listed power. | + | **If used from a thrown talis, the field is created in the direction the user is facing regardless of the position of the target. |
− | ** Each hit does knock enemies back if they can be knocked back. | + | *The field does up to 3 hits, charged or uncharged. '''Each hit is 33% of the listed power if charged''', meaning you only get 99% of the listed power. |
− | * Note that while the field covers good horizontal distance, it does not have much vertical coverage. | + | **Each hit does knock enemies back if they can be knocked back. |
− | ** Free aiming it up or down does not change its vertical orientation. The field is strictly horizontal. Only jumping or casting with a talis can change the vertical location of the field. | + | *Note that while the field covers good horizontal distance, it does not have much vertical coverage. |
− | * Since the field stays in place for long (about 2.5-3 seconds), you can do other things while the field is in place | + | **Free aiming it up or down does not change its vertical orientation. The field is strictly horizontal. Only jumping or casting with a talis can change the vertical location of the field. |
− | + | *Since the field stays in place for long (about 2.5-3 seconds), you can do other things while the field is in place. | |
− | ** If each hit is strong enough to take out a target in one hit, enemies that spawn from one location may all die as they spawn, since they are hit immediately upon entering the field. This is similar to something like [[Fire Techniques#Gifoie|Gifoie]], just the field is shaped differently. | + | **If each hit is strong enough to take out a target in one hit, enemies that spawn from one location may all die as they spawn, since they are hit immediately upon entering the field. This is similar to something like [[Fire Techniques#Gifoie|Gifoie]], just the field is shaped differently. |
− | *** This can cause odd behavior in enemies that spawn though. In the Kuron time attack, a floating mob may be frozen high up in the air if this is used as they spawn, but aren't killed on the first hit and get frozen | + | ***This can cause odd behavior in enemies that spawn though. In the Kuron time attack, a floating mob may be frozen high up in the air if this is used as they spawn, but aren't killed on the first hit and get frozen. |
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* '''The length of the field created is approximately 16m''' in the aimed direction. (Should be exact, but target hitboxes may have an influence on this to some degree.) | * '''The length of the field created is approximately 16m''' in the aimed direction. (Should be exact, but target hitboxes may have an influence on this to some degree.) | ||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
| rowspan="3" style="text-align: center;"| Ice Fang | | rowspan="3" style="text-align: center;"| Ice Fang | ||
− | | 1 || Power + | + | | 1 || Power +80~140% || Charge Time +0.30~1.00s || |
|- | |- | ||
− | | 2 || Power + | + | | 2 || Power +140~190% || Charge Time +0.20~0.60s || |
|- | |- | ||
− | | 3 || Power + | + | | 3 || Power +150~200% || Status Effect Rate -15~5% || |
|- | |- | ||
| rowspan="3" style="text-align: center;"| Efficient | | rowspan="3" style="text-align: center;"| Efficient | ||
Line 111: | Line 135: | ||
| 3 || PP Cost -10~1 || Power -20~10% || Charge Time -0.07s | | 3 || PP Cost -10~1 || Power -20~10% || Charge Time -0.07s | ||
|} | |} | ||
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==Rabarta== | ==Rabarta== | ||
− | { | + | {| class="wikitable table-bordered" style="text-align: center;" |
− | | [[File: | + | ! width="130px" | Name |
− | + | ! colspan="19" |Description | |
− | | | + | |- |
− | | | + | | rowspan="6" |[[File:UITechRaBarta.png|link=]]<br>[[Ice Techniques#Rabarta|Rabarta]]<br>ラ・バータ |
− | | | + | | colspan="19" |Intermediate ice technique. Manipulates the atmosphere to summon a blizzard around oneself. |
− | | | + | |- |
− | | | + | ! width="190px" |Drop Table |
− | | | + | ! width="90px" |Level |
− | + | ! 1!! 2!! 3!! 4!! 5!!6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17 | |
− | | | + | |- |
− | + | | rowspan="6" | Common Drop: Force | |
− | | | + | |Req. T-ATK |
− | + | |96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485 | |
− | | | + | |- |
+ | |Power (%) | ||
+ | | --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || ---||1170 | ||
+ | |- | ||
+ | | Status (%) | ||
+ | | colspan="4" |28% | ||
+ | | colspan="5" |29% | ||
+ | | colspan="6" |30% | ||
+ | | colspan="2" |35% | ||
+ | |- | ||
+ | |PP Cost | ||
+ | | colspan="17" |23 | ||
+ | |- | ||
+ | !Video | ||
+ | |Accuracy (%) | ||
+ | | colspan="17" |100 | ||
+ | |- | ||
+ | | Link | ||
+ | | Charge | ||
+ | | colspan="17" |0.80 Sec | ||
|} | |} | ||
* Does 4 hits total charged or uncharged. The first 2 hits are quick, with the remaining 2 coming out more slowly afterward. | * Does 4 hits total charged or uncharged. The first 2 hits are quick, with the remaining 2 coming out more slowly afterward. | ||
− | * The range is actually slightly smaller than what the animation displays. | + | *The range is actually slightly smaller than what the animation displays. |
− | ** Uncharged has a much smaller hit radius than charged | + | **Uncharged has a much smaller hit radius than charged |
− | * None of the hits cause knockback | + | *None of the hits cause knockback |
− | ** However, it does have a high natural freeze rate. This can be good in keeping mobs locked in place | + | **However, it does have a high natural freeze rate. This can be good in keeping mobs locked in place. |
− | *** Note uncharged has a lower freeze rate than charged. | + | ***Note uncharged has a lower freeze rate than charged. |
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
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| rowspan="3" style="text-align: center;"| Ice Fang | | rowspan="3" style="text-align: center;"| Ice Fang | ||
− | | 1 || Power + | + | | 1 || Power +80~150% || Charge Time +0.10~0.30s || |
|- | |- | ||
− | | 2 || Power + | + | | 2 || Power +150~220% || Charge Time +0.10~0.30s || |
|- | |- | ||
− | | 3 || Power + | + | | 3 || Power +190~250% || Status Effect Rate -25~15% || |
|} | |} | ||
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==Sabarta== | ==Sabarta== | ||
− | { | + | {| class="wikitable table-bordered" style="text-align: center;" |
− | | | + | ! width="130px" | Name |
− | | | + | ! colspan="19" |Description |
− | | | + | |- |
− | | | + | | rowspan="6" |[[File:UITechSaBarta.png|link=]]<br>Sabarta<br>サ・バータ |
− | | | + | | colspan="19" |Intermediate ice technique. Manipulates photons to adjust atmospheric pressure. Drops a series of icicles on your target. |
− | | | + | |- |
− | | | + | ! width="190px" |Drop Table |
− | | | + | ! width="100px" |Level |
− | + | ! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17 | |
− | + | |- | |
− | + | | rowspan="6" |[[Bantha Elena]] | |
− | |Intermediate ice technique. Manipulates photons to adjust atmospheric pressure. Drops a series of icicles on your target. | + | |Req. T-ATK |
− | + | |96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485 | |
− | | | + | |- |
+ | |Power (%) | ||
+ | | colspan="16" | ---||1261 | ||
+ | |- | ||
+ | | Status (%) | ||
+ | | colspan="4" |15% | ||
+ | | colspan="5" |16% | ||
+ | | colspan="8" |17% | ||
+ | |- | ||
+ | |PP Cost | ||
+ | | colspan="17" |20 | ||
+ | |- | ||
+ | !Video | ||
+ | |Accuracy (%) | ||
+ | | colspan="17" |100% | ||
+ | |- | ||
+ | | Link | ||
+ | |Charge | ||
+ | | colspan="17" |1.00 Sec | ||
|} | |} | ||
− | * On targeted mobs, an initial hit will lock their movement/animation briefly as the animation plays out. | + | *On targeted mobs, an initial hit will lock their movement/animation briefly as the animation plays out. |
− | ** If the mob is hit by anything else, it can start moving again seemingly. Or if not, it will at least start | + | ** If the mob is hit by anything else, it can start moving again seemingly. Or if not, it will at least start its knockback animation |
− | ** This doesn't work on bosses. Also, only the originally targeted mob that's hit by the initial freeze is put in this state. | + | **This doesn't work on bosses. Also, only the originally targeted mob that's hit by the initial freeze is put in this state. |
− | * '''Uncharged damage is 1 hit of 44% of the listed power. Charged damage is 3 hits of 34% for 102% of the listed power.''' | + | *'''Uncharged damage is 1 hit of 44% of the listed power. Charged damage is 3 hits of 34% for 102% total of the listed power.''' |
− | ** The first actual damage hit does track the target you're locked onto. The 2nd and 3rd hits may not hit if the target moves out of technique's range after. | + | **The first actual damage hit does track the target you're locked onto. The 2nd and 3rd hits may not hit if the target moves out of technique's range after. |
− | * | + | *Very long range if free aimed. Does not require ling of sight, so it can hit an enemy behind a wall. |
− | * | + | * It can stop a launch or knockback. |
− | |||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
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| rowspan="3" style="text-align: center;"| Ice Fang | | rowspan="3" style="text-align: center;"| Ice Fang | ||
− | | 1 || Power + | + | | 1 || Power +40~80% || Charge Time +0.10~0.30s || |
|- | |- | ||
− | | 2 || Power + | + | | 2 || Power +70~120% || Charge Time +0.10~0.30s || |
|- | |- | ||
− | | 3 || Power + | + | | 3 || Power +110~160% || Charge Time +0.08~0.22s || |
|} | |} | ||
− | + | ==Nabarta== | |
− | + | {| class="wikitable table-bordered" style="text-align: center;" | |
− | + | ! width="130px" | Name | |
− | + | ! colspan="19" |Description | |
− | + | |- | |
− | + | | rowspan="6" |[[File:UITechNaBarta.png|link=]]<br>Nabarta<br>ナ・バータ | |
− | + | | colspan="19" |Advanced ice technique. Release a constant stream of chilling air. | |
− | + | |- | |
− | = | + | ! width="190px" |Drop Table |
− | + | ! width="100px" |Level | |
− | + | ! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17 | |
− | | [[File: | + | |- |
− | | | + | | rowspan="6" |[[Bal Dominus]] |
− | + | |Req. T-ATK | |
− | | | + | |96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485 |
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|- | |- | ||
− | | | + | |Power (%) |
+ | | 198 || 200 || 202 || 204 || 206 || 208 || 210 || 212 || 214 || 216 || 218 || 220 || 222 || 224 || 226 || 228||230 | ||
|- | |- | ||
− | | | + | | Status (%) |
+ | | colspan="4" |15 | ||
+ | | colspan="5" |16 | ||
+ | | colspan="8" |17 | ||
|- | |- | ||
− | | | + | |PP Cost |
− | + | | colspan="17" |30 | |
|- | |- | ||
− | | | + | !Video |
+ | |Accuracy (%) | ||
+ | | colspan="17" |100 | ||
|- | |- | ||
− | | | + | | Link |
+ | |Charge | ||
+ | | colspan="17" | - | ||
|} | |} | ||
− | + | *This technique cannot be charged. | |
− | + | *Hold the button down to keep the technique casting. You can move while it's being cast. | |
− | * | + | **Costs 30 PP initially and PP drains at roughly 5 PP/ second. Note that if you just press the button and release again, you may consume 30 PP without doing anything. |
− | ** | + | ** It can be used for an extremely quick JA window. |
− | + | ***Natural PP recovery is stopped while casting. Force skill tree's [[Force (PSO2)#Charge PP Revival|Charge PP Revival]] has no effect, since this can't be charged. | |
− | + | *Each hit is in approximately 0.5s intervals, and for the listed power. | |
− | + | *The "projectile" emitted by this does travel forward slowly, so it may take some time to hit a target not right by you. | |
− | * | + | **It seems to travel to about 10M in front of your current position. |
− | * | + | *When used from a thrown talis, its direction cannot be changed at all. |
− | + | *Keep in mind, since this technique cannot be charged, it is affected by the Force skill [[Force (PSO2)#Normal Tech Advance|Normal Tech Advance]] and potentials like {{pots|Innocent Appearance}}. | |
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{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
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|} | |} | ||
− | + | === Nabarta Type 0=== | |
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− | ===Nabarta Type 0=== | ||
{{TechniqueList/Header}} | {{TechniqueList/Header}} | ||
− | | [[File: | + | | [[File:UITechNaBarta.png]] || Power<br>Accuracy<br>PP<br>Status || ? || ? || 1088<br>100<br>10<br>40 || ? || - || || A glacial spike forms in front of you, protecting you from enemy attacks. Explodes to deal damage when struck. (Unofficial description) || |
|} | |} | ||
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|} | |} | ||
− | * This technique cannot be charged, like the original uncrafted version. | + | *This technique cannot be charged, like the original uncrafted version. |
− | * The exploding glacial spike hits for a small area in front of you | + | *The exploding glacial spike hits for a small area in front of you. Seems to extend a tiny bit past melee range. |
− | * The default '''PP drain rate is approximately 50 PP/second'''. No natural PP regen works while this is held. | + | *The default '''PP drain rate is approximately 50 PP/second'''. No natural PP regen works while this is held. |
− | * | + | **The initial PP cost and drain rate are affected by PP cost reduction potentials and the [[Drink Menu|Drink]] effect, similar to [[Light Techniques (PSO2)#Gigrants Type 0|Gigrants Type 0]]. |
− | ** TA JA PP save affects the initial cost, but not the drain rate. Again | + | ***TA JA PP save affects the initial cost, but not the drain rate. Again, similar to Gigrants Type-0. |
− | * After blocking an enemy's attack, you gain a short invincibility window, akin to a katana's counter/ perfect guard. | + | *After blocking an enemy's attack, you gain a short invincibility window, akin to a katana's counter/perfect guard. |
− | ** Your PP briefly stops draining after a successful block | + | **Your PP briefly stops draining after a successful block. No PP is regained on successful usage or damage. |
− | + | **You can keep holding the button down after blocking an attack to keep blocking. Your PP will drain fast though. This is most useful if you're up against fast multi-hit attacks. | |
− | ** You can keep holding the button down after blocking an attack to keep blocking. Your PP will drain fast though. | + | **The block timing continues for a small period of time after releasing Nabarta-0. With the right timing, one can simply tap Nabarta-0 in anticipation of an attack, and continue performing other actions uninterrupted. |
− | ** | + | *The freeze rate is quite high. |
− | + | *Similar to [[Dark Techniques (PSO2)#Ramegid Type 0|Ramegid Type 0]], a thrown talis doesn't seem to affect this. The spike will appear in front of you rather than your thrown talis to guard you. | |
− | * The freeze rate is quite high | + | * Unlike [[Skill Rings (PSO2)#L.2FTech C Parrying|L/Tech C Parrying]], Nabarta-0 allows you to block multiple hits in succession due to the invincibility window generated upon a successful block. |
− | * Similar to [[Dark Techniques#Ramegid Type 0|Ramegid Type 0]], a thrown talis doesn't seem to affect this. The spike will appear in front of you rather than your thrown talis to guard you. | ||
− | * | ||
==Ilbarta== | ==Ilbarta== | ||
− | { | + | {| class="wikitable table-bordered" style="text-align: center;" |
− | | | + | ! width="130px" | Name |
− | | | + | ! colspan="19" |Description |
− | | | + | |- |
− | | | + | | rowspan="6" |[[File:UITechIlBarta.png|link=]]<br>Ilbarta<br>イル・バータ |
− | | | + | | colspan="19" |Advanced ice technique. Damages while inscribing an icy crest that amplifies further casts of this technique. |
− | | | + | |- |
− | | | + | ! width="190px" |Drop Table |
− | | | + | ! width="100px" |Level |
− | + | ! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17 | |
− | + | |- | |
− | + | | rowspan="6" |SH Advance Quest: Tundra | |
− | |Advanced ice technique. Damages while inscribing an icy crest that amplifies further casts of this technique. | + | |Req. T-ATK |
− | + | |96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485 | |
− | | | + | |- |
+ | |Power (%) | ||
+ | | 435 || 440 || 445 || 450 || 455 || 460 || 465 || 470 || 475 || 480||485 || 490 || 495 || 500 || 505 || 510||515 | ||
+ | |- | ||
+ | | Status (%) | ||
+ | | colspan="4" |15 | ||
+ | | colspan="5" |16 | ||
+ | | colspan="8" |17 | ||
+ | |- | ||
+ | |PP Cost | ||
+ | | colspan="17" |25 | ||
+ | |- | ||
+ | !Video | ||
+ | |Accuracy (%) | ||
+ | | colspan="17" |100 | ||
|- | |- | ||
+ | | Link | ||
+ | | Charge | ||
+ | | colspan="17" |1.00 Sec | ||
|} | |} | ||
− | * | + | *Creates an explosion of ice directed at the target. |
− | ** | + | **Effective range is identical to your Lock-On range. Has no effect if there is no target. Can hit targets behind obstructions. |
− | * | + | **Technically counts as two hits for certain purposes, such as Wand Gear, but only one hit inflicts damage. |
− | * | + | **Each cast of Ilbarta '''generates a blue sigil on the target on hit.''' These sigils '''max out at 7 casts''' and '''increase the damage of Ilbarta based on the number of stacked sigils.''' Multiple players casting Ilbarta on the same target '''will collectively raise the sigil count.''' Sigils will '''reset''' if the target is not hit with another Ilbarta within a specific time period. |
− | + | **Uncharged cast inflicts '''50% of its notation at 1-3 stacks''', '''100% of its notation at 4-6 stacks''', and '''200% on the 7th cast'''. | |
− | + | **Charged cast inflicts '''100% of its notation at 1-3 stacks''', '''200% of its notation at 4-6 stacks''', and '''800% on the 7th cast'''. | |
− | |||
− | |||
− | |||
− | * ''' | ||
− | ** | ||
− | |||
− | |||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
Line 415: | Line 406: | ||
|} | |} | ||
− | + | '''Chart detailing relative power of each option with Lv. 17 Ilbarta (assuming charged)''': | |
− | + | {| class="wikitable table-bordered" | |
− | + | !Name!!1st-3rd hits!!4th-6th hits !!7th hit!! Damage per cast | |
+ | |- | ||
+ | |Concentrated3||485~505%||970~1010%||3880~4040%||94.2~98.1% | ||
+ | |- | ||
+ | |No craft||515%||1030%||4120%||100% | ||
+ | |- | ||
+ | |Ice Fang3||635~675%||1270~1350%||5080~5400%||123.3~131.1% | ||
+ | |} | ||
− | + | ==Deband== | |
− | + | {| class="wikitable table-bordered" style="text-align: center;" | |
− | + | ! width="130px" | Name | |
− | + | ! colspan="19" |Description | |
+ | |- | ||
+ | | rowspan="6" |[[File:UITechDeband.png|link=]]<br>Deband<br>デバンド | ||
+ | | colspan="19" |Basic ice technique. Generate a defensive active field. | ||
+ | |- | ||
+ | ! width="190px" |Drop Table | ||
+ | ! width="100px" |Level | ||
+ | ! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17 | ||
+ | |- | ||
+ | | rowspan="6" | [[Apos Dorios]] <br> Red Containers <br> EC Reward | ||
+ | |Req. T-ATK | ||
+ | |96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485 | ||
+ | |- | ||
+ | |Power (%) | ||
+ | | 180 || 181 || 182 || 183 || 184 || 185 || 186 || 187 || 188 || 189 || 190 || 191 || 192 || 193 || 194 || 195||197 | ||
+ | |- | ||
+ | | Status (%) | ||
+ | | colspan="17" | - | ||
+ | |- | ||
+ | |PP Cost | ||
+ | | colspan="17" |20 | ||
+ | |- | ||
+ | !Video | ||
+ | |Accuracy (%) | ||
+ | | colspan="17" |100% | ||
+ | |- | ||
+ | | Link | ||
+ | |Charge | ||
+ | | colspan="17" |1.00 Sec | ||
+ | |} | ||
− | ''' | + | *Default max duration is 1 minute. |
+ | **{{AbilityFactors|S4:Support Extension}} from [[Atlas Exocet]] and [[Atlas Exocet Ex]] increases the max duration to 2 minutes. | ||
+ | ** Techer skill [[Techer (PSO2)#Extend Assist|Extend Assist]] increases the max duration to 3 minutes. | ||
+ | **The above effects do not stack. The maximum possible duration is still 3 minutes. | ||
+ | *Gain 15 seconds per pulse/tick by default. | ||
+ | **Fighter skill [[Fighter (PSO2)#Adrenaline|Adrenaline]] and its skill ring version increase the duration gained per pulse/tick to 45 seconds ''for the recipient only''. | ||
+ | ***This only applies to yourself. You need to have the skill to get increased duration per pulse/tick. Deband can be casted by anyone and the effect will still apply. | ||
+ | ** Techer skill [[Techer (PSO2)#Long-time Assist|Long-Time Assist]] increases the duration gained per pulse/tick to 45 seconds ''from your own Deband only''. | ||
+ | *** Unlike Adrenaline, this only applies to your own Deband, and everyone who receives your Deband will get the increased duration, including yourself. | ||
+ | *Generates a field that increases the base DEF stats of all players within its area of effect. | ||
+ | ** Boosts your base DEF by '''10% of its power notation.''' Base DEF includes such things as your MAG and DEF Up Skills, but excludes equipment and related Special Abilities. | ||
+ | ** Taking Deband Advance from the Techer skill tree allows you to raise base defense by as much as 24.625% instead of the regular 19.7%. | ||
+ | *Like Shifta, the most potent Deband effects are retained on subsequent recasts, regardless of the player recasting Deband. | ||
+ | *Ice element mastery from Force skill tree does not boost Deband's power. | ||
+ | *'''This does affect [[A.I.S._(Arks_Interception_Silhouette)|AIS]] and [[Dark Blast (PSO2)|Dark Blast]].''' | ||
+ | **Doesn't affect stationary turrets however. | ||
+ | *Affected by Territory Burst and Territory PP Save. | ||
+ | **Base Deband range is approximately 1.5m uncharged, 6m charged. Territory Burst boosts its range to roughly 3m uncharged, 10m charged, and Wide Support further boosts it to 5m uncharged, 13m charged. | ||
− | {| | + | {{TechniqueQuickMerit/Header}} |
− | + | | rowspan="3" style="text-align: center;"| Concentrated | |
+ | | 1 || Charge time -0.40~-0.10s || PP +3~10 || | ||
+ | |- | ||
+ | | 2 || Charge time -0.45~-0.15s || PP +2~9 || | ||
|- | |- | ||
− | | | + | | 3 || Charge time -0.45~-0.15s || PP +1~8 || Range +2.00m |
|- | |- | ||
− | | | + | | rowspan="3" style="text-align: center;"| Multi |
+ | | 1 || Hit interval -0.30s || PP +5~15 || (Max charged hits +1) | ||
|- | |- | ||
− | | | + | | 2 || Hit interval -0.30s || PP +1~11 || (Max charged hits +1) |
+ | |- | ||
+ | | 3 || Hit interval -0.30s || PP +1~8 || Range +1.00m<br>(Max charged hits +1) | ||
|} | |} | ||
+ | {{TechniqueNavigation}} | ||
[[Category:Techniques]] | [[Category:Techniques]] | ||
[[Category:Incomplete]] | [[Category:Incomplete]] |
Latest revision as of 20:00, 7 June 2021
Fire | Ice | Lightning | Wind | Light | Dark | Compound |
Overview
- Ice, as its name implies, causes the freezing status effect. This encases an enemy in ice. Frozen enemies will be in place for a long period of time or if they take enough damage to be released from being frozen.
- The Force skill Freeze Keep increases the damage threshold before mobs will break out of being frozen.
- Freezing freezes mobs in place wherever the mob is on a player's screen. Outside of bosses, mobs are not synced in movement, but status effects are synced.
Barta
Name | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Barta バータ |
Basic ice technique. Freezes the air to fire a line of icicles. | ||||||||||||||||||
Drop Table | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | |
Common Drop: Force | Req. T-ATK | 96 | 100 | 150 | 210 | 240 | 288 | 308 | 324 | 332 | 374 | 394 | 402 | 430 | 440 | 455 | 470 | 485 | |
Power (%) | 1145 | ||||||||||||||||||
Status (%) | 28 | 29 | 30 | ||||||||||||||||
PP Cost | 20 | ||||||||||||||||||
Video | Accuracy (%) | 100% | |||||||||||||||||
Link | Charge | 0.60 |
- Travels along the terrain and will hit all targets in its path until its max range is reached. Or if it runs into a wall.
- It may behave erratically on slopes because of how it sticks to the terrain, not necessarily the "ground"
- The projectile can "leap off" a cliff and travel downward. However, it cannot "climb up" cliffs/walls.
- Free aiming it and aiming up allows you to arc the shot. Aim too high and it won't have much horizontal distance/speed though.
- This can allow it to bypass some low walls/ cliffs.
- The projectile does hold a constant horizontal speed after it's released. It's not affected by slopes or hills (in increasing/decreasing its speed).
- Free aiming it and aiming up allows you to arc the shot. Aim too high and it won't have much horizontal distance/speed though.
- The width of the projectile is rather narrow compared to Foie or Ilzan.
- The projectile may be low enough to actually miss some enemies being knocked back. This effect is pronounced if used uncharged.
- Uncharged deals about 33% damage of a charged hit.
- Barta has a max projectile distance of about 80m. Uncharged is about 70m.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Efficient | 1 | PP Cost -10~1 | Power -30~10% | |
2 | PP Cost -10~1 | Power -25~10% | Status Effect Rate +2% | |
3 | PP Cost -10~1 | Power -20~10% | Status Effect Rate +4% | |
Ice Fang | 1 | Power +70~100% | PP Cost +3~10 | Status Effect Rate +15% |
2 | Power +100~130% | PP Cost +2~9 | Status Effect Rate +15% | |
3 | Power +170~230% | Charge Time +0.10~0.30s | Status Effect Rate +15% |
Gibarta
Name | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gibarta ギ・バータ |
Intermediate ice technique. Quickly cools the atmosphere, producing icy shrapnel in front. | ||||||||||||||||||
Drop Table | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | |
Common Drop: Force | Req. T-ATK | 96 | 100 | 150 | 210 | 240 | 288 | 308 | 324 | 332 | 374 | 394 | 402 | 430 | 440 | 455 | 470 | 485 | |
Power (%) | --- | 1380 | |||||||||||||||||
Status (%) | 15 | 16 | 17 | ||||||||||||||||
PP Cost | 23 | ||||||||||||||||||
Video | Accuracy (%) | 100% | |||||||||||||||||
Link | Charge | 1.00 Sec |
- Creates a roughly 90-degree field of ice in front of you.
- If used from a thrown talis, the field is created in the direction the user is facing regardless of the position of the target.
- The field does up to 3 hits, charged or uncharged. Each hit is 33% of the listed power if charged, meaning you only get 99% of the listed power.
- Each hit does knock enemies back if they can be knocked back.
- Note that while the field covers good horizontal distance, it does not have much vertical coverage.
- Free aiming it up or down does not change its vertical orientation. The field is strictly horizontal. Only jumping or casting with a talis can change the vertical location of the field.
- Since the field stays in place for long (about 2.5-3 seconds), you can do other things while the field is in place.
- If each hit is strong enough to take out a target in one hit, enemies that spawn from one location may all die as they spawn, since they are hit immediately upon entering the field. This is similar to something like Gifoie, just the field is shaped differently.
- This can cause odd behavior in enemies that spawn though. In the Kuron time attack, a floating mob may be frozen high up in the air if this is used as they spawn, but aren't killed on the first hit and get frozen.
- If each hit is strong enough to take out a target in one hit, enemies that spawn from one location may all die as they spawn, since they are hit immediately upon entering the field. This is similar to something like Gifoie, just the field is shaped differently.
- The length of the field created is approximately 16m in the aimed direction. (Should be exact, but target hitboxes may have an influence on this to some degree.)
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Ice Fang | 1 | Power +80~140% | Charge Time +0.30~1.00s | |
2 | Power +140~190% | Charge Time +0.20~0.60s | ||
3 | Power +150~200% | Status Effect Rate -15~5% | ||
Efficient | 1 | PP Cost -10~1 | Power -30~10% | |
2 | PP Cost -10~1 | Power -30~10% | Charge Time -0.05s | |
3 | PP Cost -10~1 | Power -20~10% | Charge Time -0.07s |
Rabarta
Name | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rabarta ラ・バータ |
Intermediate ice technique. Manipulates the atmosphere to summon a blizzard around oneself. | ||||||||||||||||||
Drop Table | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | |
Common Drop: Force | Req. T-ATK | 96 | 100 | 150 | 210 | 240 | 288 | 308 | 324 | 332 | 374 | 394 | 402 | 430 | 440 | 455 | 470 | 485 | |
Power (%) | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | 1170 | ||
Status (%) | 28% | 29% | 30% | 35% | |||||||||||||||
PP Cost | 23 | ||||||||||||||||||
Video | Accuracy (%) | 100 | |||||||||||||||||
Link | Charge | 0.80 Sec |
- Does 4 hits total charged or uncharged. The first 2 hits are quick, with the remaining 2 coming out more slowly afterward.
- The range is actually slightly smaller than what the animation displays.
- Uncharged has a much smaller hit radius than charged
- None of the hits cause knockback
- However, it does have a high natural freeze rate. This can be good in keeping mobs locked in place.
- Note uncharged has a lower freeze rate than charged.
- However, it does have a high natural freeze rate. This can be good in keeping mobs locked in place.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Multi-Hit | 1 | Hit Interval -0.40s | Power -30~10% | |
2 | Hit Interval -0.40s | Power -25~10% | Status Effect Rate +2% (Max hits +1) | |
3 | Hit Interval -0.40s | Power -20~8% | Status Effect Rate +4% (Max hits +1) | |
Ice Fang | 1 | Power +80~150% | Charge Time +0.10~0.30s | |
2 | Power +150~220% | Charge Time +0.10~0.30s | ||
3 | Power +190~250% | Status Effect Rate -25~15% |
Sabarta
Name | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sabarta サ・バータ |
Intermediate ice technique. Manipulates photons to adjust atmospheric pressure. Drops a series of icicles on your target. | ||||||||||||||||||
Drop Table | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | |
Bantha Elena | Req. T-ATK | 96 | 100 | 150 | 210 | 240 | 288 | 308 | 324 | 332 | 374 | 394 | 402 | 430 | 440 | 455 | 470 | 485 | |
Power (%) | --- | 1261 | |||||||||||||||||
Status (%) | 15% | 16% | 17% | ||||||||||||||||
PP Cost | 20 | ||||||||||||||||||
Video | Accuracy (%) | 100% | |||||||||||||||||
Link | Charge | 1.00 Sec |
- On targeted mobs, an initial hit will lock their movement/animation briefly as the animation plays out.
- If the mob is hit by anything else, it can start moving again seemingly. Or if not, it will at least start its knockback animation
- This doesn't work on bosses. Also, only the originally targeted mob that's hit by the initial freeze is put in this state.
- Uncharged damage is 1 hit of 44% of the listed power. Charged damage is 3 hits of 34% for 102% total of the listed power.
- The first actual damage hit does track the target you're locked onto. The 2nd and 3rd hits may not hit if the target moves out of technique's range after.
- Very long range if free aimed. Does not require ling of sight, so it can hit an enemy behind a wall.
- It can stop a launch or knockback.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Wide | 1 | Range +0.50m~2.00m | PP Cost +3~10 | |
2 | Range +1.00m~2.50m | PP Cost +2~9 | ||
3 | Range +1.20m~2.70m | Power -20~10% | ||
Ice Fang | 1 | Power +40~80% | Charge Time +0.10~0.30s | |
2 | Power +70~120% | Charge Time +0.10~0.30s | ||
3 | Power +110~160% | Charge Time +0.08~0.22s |
Nabarta
Name | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Nabarta ナ・バータ |
Advanced ice technique. Release a constant stream of chilling air. | ||||||||||||||||||
Drop Table | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | |
Bal Dominus | Req. T-ATK | 96 | 100 | 150 | 210 | 240 | 288 | 308 | 324 | 332 | 374 | 394 | 402 | 430 | 440 | 455 | 470 | 485 | |
Power (%) | 198 | 200 | 202 | 204 | 206 | 208 | 210 | 212 | 214 | 216 | 218 | 220 | 222 | 224 | 226 | 228 | 230 | ||
Status (%) | 15 | 16 | 17 | ||||||||||||||||
PP Cost | 30 | ||||||||||||||||||
Video | Accuracy (%) | 100 | |||||||||||||||||
Link | Charge | - |
- This technique cannot be charged.
- Hold the button down to keep the technique casting. You can move while it's being cast.
- Costs 30 PP initially and PP drains at roughly 5 PP/ second. Note that if you just press the button and release again, you may consume 30 PP without doing anything.
- It can be used for an extremely quick JA window.
- Natural PP recovery is stopped while casting. Force skill tree's Charge PP Revival has no effect, since this can't be charged.
- Each hit is in approximately 0.5s intervals, and for the listed power.
- The "projectile" emitted by this does travel forward slowly, so it may take some time to hit a target not right by you.
- It seems to travel to about 10M in front of your current position.
- When used from a thrown talis, its direction cannot be changed at all.
- Keep in mind, since this technique cannot be charged, it is affected by the Force skill Normal Tech Advance and potentials like Innocent Appearance.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Fierce | 1 | Status Effect Rate +10~20% | Power -30~10% | |
2 | Status Effect Rate +15~25% | Power -20~10% | ||
3 | Status Effect Rate +20~30% | Power -15~5% | ||
Ice Fang | 1 | Power +15~25% | Status Effect Rate -20~10% | |
2 | Power +25~40% | Status Effect Rate -20~10% | ||
3 | Power +30~45% | Status Effect Rate -18~8% |
Nabarta Type 0
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Type 0 | Power +0~83% | PP +0~10 |
- This technique cannot be charged, like the original uncrafted version.
- The exploding glacial spike hits for a small area in front of you. Seems to extend a tiny bit past melee range.
- The default PP drain rate is approximately 50 PP/second. No natural PP regen works while this is held.
- The initial PP cost and drain rate are affected by PP cost reduction potentials and the Drink effect, similar to Gigrants Type 0.
- TA JA PP save affects the initial cost, but not the drain rate. Again, similar to Gigrants Type-0.
- The initial PP cost and drain rate are affected by PP cost reduction potentials and the Drink effect, similar to Gigrants Type 0.
- After blocking an enemy's attack, you gain a short invincibility window, akin to a katana's counter/perfect guard.
- Your PP briefly stops draining after a successful block. No PP is regained on successful usage or damage.
- You can keep holding the button down after blocking an attack to keep blocking. Your PP will drain fast though. This is most useful if you're up against fast multi-hit attacks.
- The block timing continues for a small period of time after releasing Nabarta-0. With the right timing, one can simply tap Nabarta-0 in anticipation of an attack, and continue performing other actions uninterrupted.
- The freeze rate is quite high.
- Similar to Ramegid Type 0, a thrown talis doesn't seem to affect this. The spike will appear in front of you rather than your thrown talis to guard you.
- Unlike L/Tech C Parrying, Nabarta-0 allows you to block multiple hits in succession due to the invincibility window generated upon a successful block.
Ilbarta
Name | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ilbarta イル・バータ |
Advanced ice technique. Damages while inscribing an icy crest that amplifies further casts of this technique. | ||||||||||||||||||
Drop Table | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | |
SH Advance Quest: Tundra | Req. T-ATK | 96 | 100 | 150 | 210 | 240 | 288 | 308 | 324 | 332 | 374 | 394 | 402 | 430 | 440 | 455 | 470 | 485 | |
Power (%) | 435 | 440 | 445 | 450 | 455 | 460 | 465 | 470 | 475 | 480 | 485 | 490 | 495 | 500 | 505 | 510 | 515 | ||
Status (%) | 15 | 16 | 17 | ||||||||||||||||
PP Cost | 25 | ||||||||||||||||||
Video | Accuracy (%) | 100 | |||||||||||||||||
Link | Charge | 1.00 Sec |
- Creates an explosion of ice directed at the target.
- Effective range is identical to your Lock-On range. Has no effect if there is no target. Can hit targets behind obstructions.
- Technically counts as two hits for certain purposes, such as Wand Gear, but only one hit inflicts damage.
- Each cast of Ilbarta generates a blue sigil on the target on hit. These sigils max out at 7 casts and increase the damage of Ilbarta based on the number of stacked sigils. Multiple players casting Ilbarta on the same target will collectively raise the sigil count. Sigils will reset if the target is not hit with another Ilbarta within a specific time period.
- Uncharged cast inflicts 50% of its notation at 1-3 stacks, 100% of its notation at 4-6 stacks, and 200% on the 7th cast.
- Charged cast inflicts 100% of its notation at 1-3 stacks, 200% of its notation at 4-6 stacks, and 800% on the 7th cast.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Concentrated | 1 | Charge Time -0.40~0.10s | Power -50~30% | |
2 | Charge Time -0.45~0.15s | Power -40~20% | ||
3 | Charge Time -0.50~0.20s | Power -30~10% | ||
Ice Fang | 1 | Power +60~100% | Charge Time +0.10~0.30s | |
2 | Power +100~140% | Charge Time +0.10~0.30s | ||
3 | Power +120~160% | Charge Time +0.10~0.30s |
Chart detailing relative power of each option with Lv. 17 Ilbarta (assuming charged):
Name | 1st-3rd hits | 4th-6th hits | 7th hit | Damage per cast |
---|---|---|---|---|
Concentrated3 | 485~505% | 970~1010% | 3880~4040% | 94.2~98.1% |
No craft | 515% | 1030% | 4120% | 100% |
Ice Fang3 | 635~675% | 1270~1350% | 5080~5400% | 123.3~131.1% |
Deband
Name | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Deband デバンド |
Basic ice technique. Generate a defensive active field. | ||||||||||||||||||
Drop Table | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | |
Apos Dorios Red Containers EC Reward |
Req. T-ATK | 96 | 100 | 150 | 210 | 240 | 288 | 308 | 324 | 332 | 374 | 394 | 402 | 430 | 440 | 455 | 470 | 485 | |
Power (%) | 180 | 181 | 182 | 183 | 184 | 185 | 186 | 187 | 188 | 189 | 190 | 191 | 192 | 193 | 194 | 195 | 197 | ||
Status (%) | - | ||||||||||||||||||
PP Cost | 20 | ||||||||||||||||||
Video | Accuracy (%) | 100% | |||||||||||||||||
Link | Charge | 1.00 Sec |
- Default max duration is 1 minute.
- S4:Support Extension from Atlas Exocet and Atlas Exocet Ex increases the max duration to 2 minutes.
- Techer skill Extend Assist increases the max duration to 3 minutes.
- The above effects do not stack. The maximum possible duration is still 3 minutes.
- Gain 15 seconds per pulse/tick by default.
- Fighter skill Adrenaline and its skill ring version increase the duration gained per pulse/tick to 45 seconds for the recipient only.
- This only applies to yourself. You need to have the skill to get increased duration per pulse/tick. Deband can be casted by anyone and the effect will still apply.
- Techer skill Long-Time Assist increases the duration gained per pulse/tick to 45 seconds from your own Deband only.
- Unlike Adrenaline, this only applies to your own Deband, and everyone who receives your Deband will get the increased duration, including yourself.
- Fighter skill Adrenaline and its skill ring version increase the duration gained per pulse/tick to 45 seconds for the recipient only.
- Generates a field that increases the base DEF stats of all players within its area of effect.
- Boosts your base DEF by 10% of its power notation. Base DEF includes such things as your MAG and DEF Up Skills, but excludes equipment and related Special Abilities.
- Taking Deband Advance from the Techer skill tree allows you to raise base defense by as much as 24.625% instead of the regular 19.7%.
- Like Shifta, the most potent Deband effects are retained on subsequent recasts, regardless of the player recasting Deband.
- Ice element mastery from Force skill tree does not boost Deband's power.
- This does affect AIS and Dark Blast.
- Doesn't affect stationary turrets however.
- Affected by Territory Burst and Territory PP Save.
- Base Deband range is approximately 1.5m uncharged, 6m charged. Territory Burst boosts its range to roughly 3m uncharged, 10m charged, and Wide Support further boosts it to 5m uncharged, 13m charged.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Concentrated | 1 | Charge time -0.40~-0.10s | PP +3~10 | |
2 | Charge time -0.45~-0.15s | PP +2~9 | ||
3 | Charge time -0.45~-0.15s | PP +1~8 | Range +2.00m | |
Multi | 1 | Hit interval -0.30s | PP +5~15 | (Max charged hits +1) |
2 | Hit interval -0.30s | PP +1~11 | (Max charged hits +1) | |
3 | Hit interval -0.30s | PP +1~8 | Range +1.00m (Max charged hits +1) |
Fire | Ice | Lightning | Wind | Light | Dark | Compound |