Modifiers for Fixed Cast Time Skill/EnchantĪdditional -0.2 seconds if upgrade level is +7 or higher.Īdditional -0.2 seconds if upgrade level is +9 or higher. Max_FCTReduc = Highest reduction modifier of Fixed Cast Time (for example: if both Sacrament (50%) and Radius (20%) are active, only Sacrament will work).Sum_FCT = Sum of all effects that directly subtract from Fixed Cast Time (or add to it, like Mandragora Howling).Sum_FCT = Sum of all effects that directly subtract from Variable Cast Time (like Shield Ring).Sum_SkillVCTReduc = Sum of reductions for Variable Cast Time from skills like Magic Strings, Suffragium, 16th Night, and some items that gives variable cast reduction to a specific skills like Imp Card, Siroma Card, Cylinder Hairband, or Autumn Headband.Sum_GearVCTReduc = Sum of reductions for Variable Cast Time, like Isilla Card effect or Kathryne Keyron Card.BaseFCT = Base Fixed Cast Time of a skill.BaseVCT = Base Variable Cast Time of a skill.VCT is reduced by DEX, and also INT at half the amount.Ĭalculation Cast Time (seconds) = VCT + FCT VCT (seconds) = (BaseVCT - Sum_VCT) × (1 − SQRT) × (1 − Sum_GearVCTReduc ÷ 100) × (1 − Sum_SkillVCTReduc ÷ 100) FCT (seconds) = (BaseFCT - Sum_FCT) × (1 − Max_FCTReduc ÷ 100) For most skills, FCT is 20% of the total Cast Time, with the remainder being VCT. Effects which reduce FCT by a percentage do not stack effects which reduce FCT by a set amount do stack, and are applied before percentage modifiers. A small number of effects can reduce FCT. As the names may imply, VCT depends on the stats and gear of the caster, while FCT is constant for a given skill. Some skills do not have a cast bar, even though they have a casting time, such as Bowling Bash and Brandish Spear.Ĭast Time is composed of "Variable Cast Time" (VCT) and "Fixed Cast Time" (FCT). When the cast bar is completely green, Cast Time ends. ![]() The gauge starts out black and is filled with green as Cast Time proceeds. ![]() If a skill has no base Cast Time or modifiers reduce the effective Cast Time to 0 or less, no cast gauge appears and this phase is skipped entirely.Ĭast Time is indicated by a "progress gauge" above the character's head, sometimes called "Cast Bar". If the character takes damage during Cast Time, the skill is canceled (exceptions: wearing a Phen Card or Bloody Butterfly Card, being Sacrificed by a Crusader/ Paladin/ Royal Guard, or while casting certain skills). If the character cannot fulfill the SP Cost or the other requirements, the skill will not activate.ĭuring Cast Time, the character cannot move, attack, or use other skills. SP Cost and other requirements are checked, but do not take effect. This phase occurs when the character uses the skill. No skill can be used if there is still Cast Delay, and any other skill can be used if only Cooldown remains. Not all skills have this value.Ĭast Delay and Cooldown start at the same time. Cooldown Only the skill used is temporarily grayed out after its execution, blocking their use. Cast Delay All skills are temporarily grayed out after execution, blocking their use. Execution Skill name appears above the character's head again and its effect is triggered. If there is no Cast Time it is then executed instantaneously. Cast Time A gauge appears above the character's head. Initiation Skill name appears above the character's head. ![]() The skill usage is performed through the following phases: Plainly Active skills are those that do not fit in the two forementioned categories and only affect the player or a certain area, usually for a set period of time. Supportive skills are those that provide helpful effects to other players, like boosting their offensive and defensive capabilities. Offensive skills are those that inflict damage to their selected targets or in a wide area. Passive skills are always in effect, they do not need input from the player to provide its benefit as long as the player has learned those skills.Īctive skills can be broken down into 3 sub-categories: "Offensive", "Supportive" and "Active". Active skills can be manually activated by the player, where some of them remain active for a set period of time, others can be manually deactivated, and some are one-time-use skills that require manual activation each time the player desires to use them. There are two types of skills: Active and Passive. Skills in Ragnarok Online are special actions a player can perform depending on his/her Job Class.
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