MSEA v.166 – Mid Spring (2017-04-05)

List of MSEA Skill Changes | Source: conserver.wordpress.com

Skill.wz

  1. Beginner
  2. Hayato (Beginner)
  3. Kanna (Beginner)
  4. V Matrix (Thief Skill)

Skill.wz

Beginner

Return (NEW!)
Description: Return to Nautilus.
Tags: info\pvp – 0, invisible – 1
Delay: 600ms

Template When used, you will be teleported to the Nautilus of Maple Island.
#cCooldown: #cooltime sec
Level 1 When used, you will be teleported to the Nautilus of Maple Island.
#cCooldown: 600 sec

Added: action – alert2
Added: cooltime – 600
Added: maxLevel – 1
Added: x – 743000600
Added: invisible – 1

Hayato (Beginner)

Return (NEW!)
Description: Return to Momiji Hill.
Tags: info\pvp – 0, invisible – 1
Delay: 600ms

Template When used, you will be teleported to the Momiji Hill.
#cCooldown: #cooltime sec
Level 1 When used, you will be teleported to the Momiji Hill.
#cCooldown: 600 sec

Added: action – alert2
Added: cooltime – 600
Added: maxLevel – 1
Added: x – 807000000
Added: invisible – 1

Kanna (Beginner)

Return (NEW!)
Description: Return to Momiji Hill.
Tags: info\pvp – 0, invisible – 1
Delay: 600ms

Template When used, you will be teleported to the Momiji Hill.
#cCooldown: #cooltime sec
Level 1 When used, you will be teleported to the Momiji Hill.
#cCooldown: 600 sec

Added: action – alert2
Added: cooltime – 600
Added: maxLevel – 1
Added: x – 807000000
Added: invisible – 1

V Matrix (Thief Skill)

Venom Burst
Description: Damage poisoned enemies by detonating the venom inside their body and transfer it to neighboring enemies.
Tags: info\type – 1, info\splash – 1, info\trembling – 1, info2\ignoreCounter – 1, weapon – 47, weapon2 – 33, weapon3 – 36, weapon4 – 24, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 420ms

Template MP Cost: #mpCon, causes up to #mobCount enemies that are taking damage over time to receive #w% of the remaining DoT instantly all at once during the DoT duration. Additionally deals #damage% damage #attackCount times. The additional attack’s final damage is increased by #x% for every second the enemy was receiving DoT, stacking up to #z times.
DoT suffered by the enemies who exploded will be transferred to #y other nearby enemies.
Cooldown: #cooltime sec
[Passive effect: When attacking, there is a #prop% chance to inflict DoT on enemies, dealing #dot% damage every #dotTime second for #dotInterval seconds.]
Level 1 MP Cost: 300, causes up to 12 enemies that are taking damage over time to receive 25% of the remaining DoT instantly all at once during the DoT duration. Additionally deals 465% damage 5 times. The additional attack’s final damage is increased by 15% for every second the enemy was receiving DoT, stacking up to 5 times.
DoT suffered by the enemies who exploded will be transferred to 10 other nearby enemies.
Cooldown: 8 sec
[Passive effect: When attacking, there is a 50% chance to inflict DoT on enemies, dealing 166% damage every 8 second for 1 seconds.]
Level 25 MP Cost: 300, causes up to 12 enemies that are taking damage over time to receive 25% of the remaining DoT instantly all at once during the DoT duration. Additionally deals 825% damage 5 times. The additional attack’s final damage is increased by 15% for every second the enemy was receiving DoT, stacking up to 5 times.
DoT suffered by the enemies who exploded will be transferred to 10 other nearby enemies.
Cooldown: 8 sec
[Passive effect: When attacking, there is a 50% chance to inflict DoT on enemies, dealing 310% damage every 8 second for 1 seconds.]

Old Template: MP Cost: #mpCon, Uses #mobCount enemies’ DoT damage to deal all receiving damage during the DoT duration on them at once until the DoT ends. Additionally deals #damage% damage #attackCount times.\n+#% Final Damage at enemies’ DoT based on the DoT rule.\nDoT of the enemies who caused an explosion is transferred to #y enemies nearby.\nCooldown: #cooltime sec\n[Passive Effects: Attacks have a #prop% chance to increase #dot% DoT every #dotInterval sec lasting for #dotTime]
Added: w – 25
Added: z – 5

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