Ertheia skill enchants.

Contributed by Liamxroy.
This commit is contained in:
MobiusDev 2017-09-28 14:57:49 +00:00
parent 4e0858a5d6
commit 62e6aab237
23 changed files with 1326 additions and 158 deletions

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@ -1440,6 +1440,8 @@
<PARALYZE>100</PARALYZE> <PARALYZE>100</PARALYZE>
<CHANGEBODY>100</CHANGEBODY> <CHANGEBODY>100</CHANGEBODY>
<KNOCKDOWN>100</KNOCKDOWN> <KNOCKDOWN>100</KNOCKDOWN>
<ZONE>100</ZONE>
<PSYCHIC>100</PSYCHIC>
</effect> </effect>
</effects> </effects>
</skill> </skill>

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@ -510,7 +510,9 @@ public enum AbnormalType
MAX(284), MAX(284),
AIRBIND(365), AIRBIND(365),
KNOCKDOWN(367), KNOCKDOWN(367),
EARTHWORM_DEBUFF(424); EARTHWORM_DEBUFF(424),
INSIDE_POSITION(593),
STEEL_MIND(596);
private int _clientId; private int _clientId;

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@ -74,7 +74,9 @@ public enum TraitType
DEPORT(50, 3), DEPORT(50, 3),
CHANGEBODY(51, 3), CHANGEBODY(51, 3),
TWOHANDCROSSBOW(52, 1), TWOHANDCROSSBOW(52, 1),
NONE(53, 0); ZONE(53, 3),
PSYCHIC(54, 3),
NONE(55, 0);
private final int _id; private final int _id;
private final int _type; // 1 = weapon, 2 = weakness, 3 = resistance private final int _type; // 1 = weapon, 2 = weakness, 3 = resistance

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@ -1440,6 +1440,8 @@
<PARALYZE>100</PARALYZE> <PARALYZE>100</PARALYZE>
<CHANGEBODY>100</CHANGEBODY> <CHANGEBODY>100</CHANGEBODY>
<KNOCKDOWN>100</KNOCKDOWN> <KNOCKDOWN>100</KNOCKDOWN>
<ZONE>100</ZONE>
<PSYCHIC>100</PSYCHIC>
</effect> </effect>
</effects> </effects>
</skill> </skill>

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@ -633,6 +633,7 @@
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>11</abnormalTime> <abnormalTime>11</abnormalTime>
<abnormalType>AURA</abnormalType> <abnormalType>AURA</abnormalType>
<abnormalVisualEffect>PHOENIX_AURA</abnormalVisualEffect>
<affectRange>1000</affectRange> <affectRange>1000</affectRange>
<canBeDispelled>false</canBeDispelled> <canBeDispelled>false</canBeDispelled>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>

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@ -2879,6 +2879,11 @@
<value level="2">20</value> <value level="2">20</value>
<value level="3">20</value> <value level="3">20</value>
</PULL> </PULL>
<ZONE>
<value level="1">15</value>
<value level="2">20</value>
<value level="3">20</value>
</ZONE>
<KNOCKBACK> <KNOCKBACK>
<value level="1">15</value> <value level="1">15</value>
<value level="2">20</value> <value level="2">20</value>

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@ -120,7 +120,10 @@
<value level="28">105</value> <value level="28">105</value>
</magicLvl> </magicLvl>
<nextAction>CAST</nextAction> <nextAction>CAST</nextAction>
<magicCriticalRate>6</magicCriticalRate> <magicCriticalRate>
<value fromLevel="1" toLevel="28">6</value>
<value fromLevel="24" toLevel="28" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -160,6 +163,30 @@
<value level="26">231</value> <value level="26">231</value>
<value level="27">235</value> <value level="27">235</value>
<value level="28">239</value> <value level="28">239</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
<debuffModifier>1.1</debuffModifier> <debuffModifier>1.1</debuffModifier>
</effect> </effect>
@ -255,7 +282,10 @@
<value level="19">103</value> <value level="19">103</value>
<value level="20">105</value> <value level="20">105</value>
</magicLvl> </magicLvl>
<magicCriticalRate>6</magicCriticalRate> <magicCriticalRate>
<value fromLevel="1" toLevel="20">6</value>
<value fromLevel="16" toLevel="20" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -292,6 +322,30 @@
<value level="18">711</value> <value level="18">711</value>
<value level="19">725</value> <value level="19">725</value>
<value level="20">739</value> <value level="20">739</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
<debuffModifier>1.1</debuffModifier> <debuffModifier>1.1</debuffModifier>
</effect> </effect>
@ -307,6 +361,10 @@
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalVisualEffect>WIND_STUN</abnormalVisualEffect> <abnormalVisualEffect>WIND_STUN</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="25">120</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30004</icon> <icon>icon.skill30004</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>ENEMY</targetType> <targetType>ENEMY</targetType>
@ -410,11 +468,41 @@
<value level="23">584</value> <value level="23">584</value>
<value level="24">594</value> <value level="24">594</value>
<value level="25">604</value> <value level="25">604</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
</effect> </effect>
<effect name="BlockActions"> <effect name="BlockActions">
<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912</allowedSkills> <allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912</allowedSkills>
</effect> </effect>
<effect name="MagicalDefence" fromLevel="21" toLevel="25" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="21" toLevel="25" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30005" fromLevel="4" toLevel="4" name="Hydro Strike"> <skill id="30005" fromLevel="4" toLevel="4" name="Hydro Strike">
@ -450,6 +538,10 @@
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<abnormalTime>1</abnormalTime> <abnormalTime>1</abnormalTime>
<abnormalVisualEffect>KNOCKBACK</abnormalVisualEffect> <abnormalVisualEffect>KNOCKBACK</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="11">120</value>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<affectLimit>5-10</affectLimit> <!-- Unconfirmed --> <affectLimit>5-10</affectLimit> <!-- Unconfirmed -->
<affectRange>100</affectRange> <!-- Unconfirmed --> <affectRange>100</affectRange> <!-- Unconfirmed -->
<operateType>A1</operateType> <operateType>A1</operateType>
@ -490,6 +582,10 @@
<isMagic>1</isMagic> <isMagic>1</isMagic>
<isDebuff>true</isDebuff> <isDebuff>true</isDebuff>
<trait>KNOCKBACK</trait> <trait>KNOCKBACK</trait>
<magicCriticalRate>
<value fromLevel="1" toLevel="11">6</value>
<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -517,6 +613,30 @@
<value level="9">359</value> <value level="9">359</value>
<value level="10">365</value> <value level="10">365</value>
<value level="11">371</value> <value level="11">371</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
</effect> </effect>
</effects> </effects>
@ -568,6 +688,10 @@
<hitTime>4000</hitTime> <hitTime>4000</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<isMagic>1</isMagic> <isMagic>1</isMagic>
<magicCriticalRate>
<value fromLevel="1" toLevel="15">6</value>
<value fromLevel="11" toLevel="15" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -599,6 +723,30 @@
<value level="13">536</value> <value level="13">536</value>
<value level="14">546</value> <value level="14">546</value>
<value level="15">556</value> <value level="15">556</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
</effect> </effect>
<effect name="DispelBySlot"> <effect name="DispelBySlot">
@ -617,6 +765,7 @@
<skill id="30008" toLevel="5" name="Wind Blend"> <skill id="30008" toLevel="5" name="Wind Blend">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- For 3 sec., blends into the wind. Becomes one with the wind and disappears later on. Requires a sword or blunt weapon. --> <!-- For 3 sec., blends into the wind. Becomes one with the wind and disappears later on. Requires a sword or blunt weapon. -->
<abnormalVisualEffect>WIND_BLEND</abnormalVisualEffect>
<icon>icon.skill30008</icon> <icon>icon.skill30008</icon>
<abnormalLvl> <abnormalLvl>
<value level="1">1</value> <value level="1">1</value>
@ -737,6 +886,18 @@
<amount>100</amount> <amount>100</amount>
<mode>DIFF</mode> <mode>DIFF</mode>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="9" toLevel="10" fromSubLevel="1001" toSubLevel="1030">
<amount>
<value fromLevel="9" toLevel="10" fromSubLevel="1001" toSubLevel="1030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence" fromLevel="9" toLevel="10" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="9" toLevel="10" fromSubLevel="2001" toSubLevel="2030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30010" toLevel="2" name="Windy Refuge"> <skill id="30010" toLevel="2" name="Windy Refuge">
@ -744,7 +905,10 @@
<!-- Cancels all debuffs and recovers HP/MP for 10 sec. inside a refuge of wind. Cannot move. --> <!-- Cancels all debuffs and recovers HP/MP for 10 sec. inside a refuge of wind. Cannot move. -->
<icon>icon.skill30010</icon> <icon>icon.skill30010</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>10</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="2">10</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1030">{base + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalVisualEffect>WIND_HIDE</abnormalVisualEffect> <abnormalVisualEffect>WIND_HIDE</abnormalVisualEffect>
<blockedInOlympiad>true</blockedInOlympiad> <!-- Unconfirmed --> <blockedInOlympiad>true</blockedInOlympiad> <!-- Unconfirmed -->
<effectPoint>687</effectPoint> <effectPoint>687</effectPoint>
@ -778,6 +942,40 @@
<power>10</power> <power>10</power>
<ticks>5</ticks> <ticks>5</ticks>
</effect> </effect>
<effect name="Heal" fromLevel="1" toLevel="2" fromSubLevel="2001" toSubLevel="2030">
<power>
<value fromLevel="1" toLevel="2" fromSubLevel="2001" toSubLevel="2001">1936</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2002" toSubLevel="2002">2072</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2003" toSubLevel="2003">2207</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2004" toSubLevel="2004">2342</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2005" toSubLevel="2005">2477</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2006" toSubLevel="2006">2612</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2007" toSubLevel="2007">2747</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2008" toSubLevel="2008">2882</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2009" toSubLevel="2009">3017</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2010" toSubLevel="2010">3152</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2011" toSubLevel="2011">3288</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2012" toSubLevel="2012">3423</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2013" toSubLevel="2013">3558</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2014" toSubLevel="2014">3693</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2015" toSubLevel="2015">3828</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2016" toSubLevel="2016">3964</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2017" toSubLevel="2017">4099</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2018" toSubLevel="2018">4234</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2019" toSubLevel="2019">4369</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2020" toSubLevel="2020">4504</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2021" toSubLevel="2021">4594</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2022" toSubLevel="2022">4684</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2023" toSubLevel="2023">4774</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2024" toSubLevel="2024">4864</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2025" toSubLevel="2025">4955</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2026" toSubLevel="2026">5044</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2027" toSubLevel="2027">5135</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2028" toSubLevel="2028">5224</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2029" toSubLevel="2029">5315</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2030" toSubLevel="2030">5405</value>
</power>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30011" toLevel="15" name="Threatening Wind"> <skill id="30011" toLevel="15" name="Threatening Wind">
@ -851,6 +1049,10 @@
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect> <abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="25">120</value>
<value fromLevel="21" toLevel="25" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<operateType>DA2</operateType> <operateType>DA2</operateType>
<targetType>ENEMY</targetType> <targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -882,7 +1084,10 @@
<value level="25">73</value> <value level="25">73</value>
</mpConsume> </mpConsume>
<effectPoint>-696</effectPoint> <effectPoint>-696</effectPoint>
<castRange>900</castRange> <castRange>
<value fromLevel="1" toLevel="25">900</value>
<value fromLevel="21" toLevel="25" fromSubLevel="3001" toSubLevel="3030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>1000</hitTime> <hitTime>1000</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<reuseDelay>7000</reuseDelay> <reuseDelay>7000</reuseDelay>
@ -929,6 +1134,30 @@
<value level="23">535</value> <value level="23">535</value>
<value level="24">545</value> <value level="24">545</value>
<value level="25">555</value> <value level="25">555</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
</effect> </effect>
<effect name="DispelBySlot"> <effect name="DispelBySlot">
@ -973,11 +1202,17 @@
</effects> </effects>
</skill> </skill>
<skill id="30014" toLevel="15" name="Compelling Wind"> <skill id="30014" toLevel="15" name="Compelling Wind">
<!-- AUTO GENERATED SKILL --> <!-- Updated to Underground -->
<!-- Sends a breeze that pushes target toward you. Requires a sword / blunt weapon. --> <!-- Sends a breeze that pushes target toward you. Requires a sword / blunt weapon. -->
<abnormalLevel>1</abnormalLevel> <abnormalLevel>1</abnormalLevel>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalVisualEffect>PSY_POWER</abnormalVisualEffect> <abnormalVisualEffect>PSY_POWER</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="15">50</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</activateRate>
<basicProperty>MAGIC</basicProperty>
<trait>PSYCHIC</trait> <!-- retail confirmed {trait_psychic} -->
<icon>icon.skill30014</icon> <icon>icon.skill30014</icon>
<effectPoint>-1371</effectPoint> <effectPoint>-1371</effectPoint>
<operateType>A2</operateType> <operateType>A2</operateType>
@ -998,7 +1233,10 @@
<value level="14">37</value> <value level="14">37</value>
<value level="15">38</value> <value level="15">38</value>
</mpConsume> </mpConsume>
<castRange>900</castRange> <castRange>
<value fromLevel="1" toLevel="15">600</value>
<value fromLevel="11" toLevel="15" fromSubLevel="3001" toSubLevel="3030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>1200</hitTime> <hitTime>1200</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<reuseDelay>10000</reuseDelay> <reuseDelay>10000</reuseDelay>
@ -1014,6 +1252,16 @@
</weaponType> </weaponType>
</condition> </condition>
</conditions> </conditions>
<effects>
<effect name="Compelling" />
<effect name="BlockControl" />
<effect name="MagicalDefence" fromLevel="11" toLevel="15" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="11" toLevel="15" fromSubLevel="2001" toSubLevel="2030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects>
</skill> </skill>
<skill id="30015" toLevel="1" name="Mass Compelling Wind"> <skill id="30015" toLevel="1" name="Mass Compelling Wind">
<!-- AUTO GENERATED SKILL --> <!-- AUTO GENERATED SKILL -->
@ -1046,7 +1294,11 @@
<!-- For 30 sec., M. Critical Rate + 100%, P./M. Def. + 30%. --> <!-- For 30 sec., M. Critical Rate + 100%, P./M. Def. + 30%. -->
<icon>icon.skill30016</icon> <icon>icon.skill30016</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>30</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="4">30</value>
<value fromLevel="3" toLevel="4" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="3" toLevel="4" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<effectPoint>687</effectPoint> <effectPoint>687</effectPoint>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
@ -1067,6 +1319,7 @@
<KNOCKBACK>90</KNOCKBACK> <KNOCKBACK>90</KNOCKBACK>
<HATE>90</HATE> <HATE>90</HATE>
<PULL>90</PULL> <PULL>90</PULL>
<ZONE>90</ZONE>
<AIRBIND>90</AIRBIND> <AIRBIND>90</AIRBIND>
<AGGRESSION>90</AGGRESSION> <AGGRESSION>90</AGGRESSION>
</effect> </effect>
@ -1087,6 +1340,12 @@
<mode>PER</mode> <mode>PER</mode>
<magicType>1</magicType> <magicType>1</magicType>
</effect> </effect>
<effect name="MAtk" fromLevel="3" toLevel="4" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="3" toLevel="4" fromSubLevel="2001" toSubLevel="2030">{0.4 + 0.6 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30017" toLevel="4" name="Squall"> <skill id="30017" toLevel="4" name="Squall">
@ -1161,6 +1420,18 @@
</amount> </amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="3" toLevel="4" fromSubLevel="1001" toSubLevel="1030">
<amount>
<value fromLevel="3" toLevel="4" fromSubLevel="1001" toSubLevel="1030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence" fromLevel="3" toLevel="4" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="3" toLevel="4" fromSubLevel="2001" toSubLevel="2030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30018" toLevel="1" name="Windy Illusion"> <skill id="30018" toLevel="1" name="Windy Illusion">
@ -1207,6 +1478,10 @@
<value level="11">11</value> <value level="11">11</value>
</abnormalLvl> </abnormalLvl>
<abnormalTime>10</abnormalTime> <abnormalTime>10</abnormalTime>
<activateRate>
<value fromLevel="1" toLevel="11">80</value>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<effectPoint>-687</effectPoint> <effectPoint>-687</effectPoint>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>ENEMY</targetType> <targetType>ENEMY</targetType>
@ -1269,6 +1544,30 @@
<value level="9">743</value> <value level="9">743</value>
<value level="10">757</value> <value level="10">757</value>
<value level="11">771</value> <value level="11">771</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
<debuffModifier>1.1</debuffModifier> <debuffModifier>1.1</debuffModifier>
</effect> </effect>
@ -1291,7 +1590,11 @@
<!-- For 30 sec., Received P./M. Critical Damage - 50%, and Speed + 70. Has a chance of striking an attacker with lightning and branding them with Storm Sign Stage 4. Requires a sword or blunt weapon. --> <!-- For 30 sec., Received P./M. Critical Damage - 50%, and Speed + 70. Has a chance of striking an attacker with lightning and branding them with Storm Sign Stage 4. Requires a sword or blunt weapon. -->
<icon>icon.skill30020</icon> <icon>icon.skill30020</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>30</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="1">30</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalVisualEffect>SAYHA_FURY</abnormalVisualEffect> <abnormalVisualEffect>SAYHA_FURY</abnormalVisualEffect>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
@ -1330,6 +1633,18 @@
<amount>-50</amount> <amount>-50</amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="1" toLevel="1" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="1" toLevel="1" fromSubLevel="2001" toSubLevel="2030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence" fromLevel="1" toLevel="1" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="1" toLevel="1" fromSubLevel="3001" toSubLevel="3030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30022" toLevel="2" name="Sayha's Blessing"> <skill id="30022" toLevel="2" name="Sayha's Blessing">
@ -1337,7 +1652,11 @@
<!-- For 30 sec., nearby party members' Speed + 50, and Knock Back / Knock Down / Pull / Aerial Yoke / Aggression Resistance + 30. Requires a sword or blunt weapon. --> <!-- For 30 sec., nearby party members' Speed + 50, and Knock Back / Knock Down / Pull / Aerial Yoke / Aggression Resistance + 30. Requires a sword or blunt weapon. -->
<icon>icon.skill30022</icon> <icon>icon.skill30022</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>30</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="2">30</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<effectPoint>687</effectPoint> <effectPoint>687</effectPoint>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
@ -1377,6 +1696,10 @@
<value level="1">30</value> <value level="1">30</value>
<value level="2">40</value> <value level="2">40</value>
</PULL> </PULL>
<ZONE>
<value level="1">30</value>
<value level="2">40</value>
</ZONE>
<AIRBIND> <AIRBIND>
<value level="1">30</value> <value level="1">30</value>
<value level="2">40</value> <value level="2">40</value>
@ -1393,6 +1716,18 @@
</amount> </amount>
<mode>DIFF</mode> <mode>DIFF</mode>
</effect> </effect>
<effect name="PAtk" fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1030">
<amount>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MAtk" fromLevel="1" toLevel="2" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="1" toLevel="2" fromSubLevel="2001" toSubLevel="2030">{0.4 + 0.6 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30023" toLevel="1" name="Decoy Lock"> <skill id="30023" toLevel="1" name="Decoy Lock">
@ -1452,6 +1787,7 @@
</effect> </effect>
<effect name="CallSkill"> <effect name="CallSkill">
<skillId>30005</skillId> <!-- Storm Sign Lv. 4 --> <skillId>30005</skillId> <!-- Storm Sign Lv. 4 -->
<skillLevel>4</skillLevel>
<chance>10</chance> <chance>10</chance>
</effect> </effect>
</effects> </effects>
@ -1461,6 +1797,10 @@
<!-- Attacks nearby target with 448 Power added to M. Atk. and locks them inside a storm for 5 sec. 10% more damage if target is debuffed. Requires a sword or blunt weapon. --> <!-- Attacks nearby target with 448 Power added to M. Atk. and locks them inside a storm for 5 sec. 10% more damage if target is debuffed. Requires a sword or blunt weapon. -->
<icon>icon.iconskill30007</icon> <icon>icon.iconskill30007</icon>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<activateRate>
<value fromLevel="1" toLevel="4">90</value>
<value fromLevel="1" toLevel="4" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<affectLimit>10-10</affectLimit> <!-- Unconfirmed --> <affectLimit>10-10</affectLimit> <!-- Unconfirmed -->
<affectRange>200</affectRange> <!-- Unconfirmed --> <affectRange>200</affectRange> <!-- Unconfirmed -->
<effectPoint>-707</effectPoint> <effectPoint>-707</effectPoint>
@ -1480,6 +1820,10 @@
<reuseDelay>30000</reuseDelay> <reuseDelay>30000</reuseDelay>
<isMagic>7</isMagic> <isMagic>7</isMagic>
<isDebuff>true</isDebuff> <isDebuff>true</isDebuff>
<magicCriticalRate>
<value fromLevel="1" toLevel="4">6</value>
<value fromLevel="1" toLevel="4" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -1495,6 +1839,30 @@
<value level="2">465</value> <value level="2">465</value>
<value level="3">473</value> <value level="3">473</value>
<value level="4">481</value> <value level="4">481</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
<debuffModifier>1.1</debuffModifier> <debuffModifier>1.1</debuffModifier>
</effect> </effect>
@ -1957,6 +2325,10 @@
<value level="1">0</value> <value level="1">0</value>
<value level="2">30</value> <value level="2">30</value>
</PULL> </PULL>
<ZONE>
<value level="1">0</value>
<value level="2">30</value>
</ZONE>
<HATE> <HATE>
<value level="1">0</value> <value level="1">0</value>
<value level="2">30</value> <value level="2">30</value>

View File

@ -3,9 +3,14 @@
<skill id="30500" toLevel="28" name="Lateral Hit"> <skill id="30500" toLevel="28" name="Lateral Hit">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Attacks target with 22 Power added to P. Atk., and decreases their P. Def. by 10% for 20 sec. 20% more damage if target is Stunned. Requires a fist weapon. --> <!-- Attacks target with 22 Power added to P. Atk., and decreases their P. Def. by 10% for 20 sec. 20% more damage if target is Stunned. Requires a fist weapon. -->
<icon>icon.skill30500</icon> <abnormalLvl>4</abnormalLvl>
<abnormalTime>20</abnormalTime> <abnormalTime>20</abnormalTime>
<abnormalType>PD_DOWN</abnormalType> <abnormalType>PD_DOWN</abnormalType>
<activateRate>
<value fromLevel="1" toLevel="28">80</value>
<value fromLevel="24" toLevel="28" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30500</icon>
<castRange>40</castRange> <castRange>40</castRange>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<effectPoint>-687</effectPoint> <effectPoint>-687</effectPoint>
@ -115,8 +120,12 @@
<value level="26">47996</value> <value level="26">47996</value>
<value level="27">49514</value> <value level="27">49514</value>
<value level="28">51032</value> <value level="28">51032</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<criticalChance>15</criticalChance> <!-- Unconfirmed --> <criticalChance>
<value fromLevel="1" toLevel="28">15</value>
<value fromLevel="24" toLevel="28" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
</criticalChance> <!-- Unconfirmed -->
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<damageModifier>1.2</damageModifier> <damageModifier>1.2</damageModifier>
<overHit>true</overHit> <overHit>true</overHit>
@ -239,10 +248,14 @@
<value level="25">71115</value> <value level="25">71115</value>
<value level="26">73365</value> <value level="26">73365</value>
<value level="27">75615</value> <value level="27">75615</value>
<value fromLevel="23" toLevel="27" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<pDefMod>0.7</pDefMod> <pDefMod>0.7</pDefMod>
<overHit>true</overHit> <overHit>true</overHit>
<criticalChance>15</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="27">15</value>
<value fromLevel="23" toLevel="27" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</criticalChance>
</effect> </effect>
</effects> </effects>
</skill> </skill>
@ -254,7 +267,10 @@
<abnormalTime>3</abnormalTime> <abnormalTime>3</abnormalTime>
<abnormalType>KNOCKDOWN</abnormalType> <abnormalType>KNOCKDOWN</abnormalType>
<abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect> <abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect>
<activateRate>100</activateRate> <activateRate>
<value fromLevel="1" toLevel="24">100</value>
<value fromLevel="20" toLevel="24" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<lvlBonusRate>20</lvlBonusRate> <lvlBonusRate>20</lvlBonusRate>
<castRange>40</castRange> <castRange>40</castRange>
<coolTime>500</coolTime> <coolTime>500</coolTime>
@ -333,6 +349,12 @@
<distance>50</distance> <distance>50</distance>
<knockDown>true</knockDown> <knockDown>true</knockDown>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="20" toLevel="24" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="20" toLevel="24" fromSubLevel="2001" toSubLevel="2030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30503" toLevel="11" name="Spinning Kick"> <skill id="30503" toLevel="11" name="Spinning Kick">
@ -396,9 +418,13 @@
<value level="9">88893</value> <value level="9">88893</value>
<value level="10">91705</value> <value level="10">91705</value>
<value level="11">94517</value> <value level="11">94517</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<ignoreShieldDefence>true</ignoreShieldDefence> <ignoreShieldDefence>true</ignoreShieldDefence>
<criticalChance>15</criticalChance> <!-- Unconfirmed --> <criticalChance>
<value fromLevel="1" toLevel="11">15</value>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
</effect> </effect>
</effects> </effects>
@ -478,9 +504,13 @@
<value level="14">88893</value> <value level="14">88893</value>
<value level="15">91705</value> <value level="15">91705</value>
<value level="16">94517</value> <value level="16">94517</value>
<value fromLevel="12" toLevel="16" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<pDefMod>0.5</pDefMod> <pDefMod>0.5</pDefMod>
<criticalChance>15</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="16">15</value>
<value fromLevel="12" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
</effect> </effect>
</effects> </effects>
@ -488,10 +518,13 @@
<skill id="30505" toLevel="10" name="Pressure Punch"> <skill id="30505" toLevel="10" name="Pressure Punch">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Attacks target with 17266 Power added to P. Atk, causing target to tumble toward you. Requires a fist weapon. --> <!-- Attacks target with 17266 Power added to P. Atk, causing target to tumble toward you. Requires a fist weapon. -->
<icon>icon.skill30505</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>1</abnormalTime> <abnormalTime>1</abnormalTime>
<activateRate>80</activateRate> <!-- Guessed --> <activateRate> <!-- Guessed -->
<value fromLevel="1" toLevel="10">80</value>
<value fromLevel="6" toLevel="10" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30505</icon>
<affectRange>200</affectRange> <affectRange>200</affectRange>
<affectLimit>10-10</affectLimit> <affectLimit>10-10</affectLimit>
<coolTime>500</coolTime> <coolTime>500</coolTime>
@ -549,6 +582,7 @@
<value level="8">39823</value> <value level="8">39823</value>
<value level="9">41083</value> <value level="9">41083</value>
<value level="10">42343</value> <value level="10">42343</value>
<value fromLevel="6" toLevel="10" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<criticalChance>15</criticalChance> <criticalChance>15</criticalChance>
</effect> </effect>
@ -557,16 +591,26 @@
<speed>333</speed> <speed>333</speed>
<animationSpeed>333</animationSpeed> <animationSpeed>333</animationSpeed>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="6" toLevel="10" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="6" toLevel="10" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30506" toLevel="14" name="Distant Kick"> <skill id="30506" toLevel="14" name="Distant Kick">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Attacks frontal target with 5164 Power added to P. Atk. and blows them away. Requires a fist weapon. --> <!-- Attacks frontal target with 5164 Power added to P. Atk. and blows them away. Requires a fist weapon. -->
<icon>icon.skill30506</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalType>STUN</abnormalType>
<abnormalTime>2</abnormalTime> <abnormalTime>2</abnormalTime>
<abnormalType>STUN</abnormalType>
<abnormalVisualEffect>KNOCKBACK</abnormalVisualEffect> <abnormalVisualEffect>KNOCKBACK</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="14">80</value>
<value fromLevel="10" toLevel="14" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30506</icon>
<affectRange>200</affectRange> <affectRange>200</affectRange>
<castRange>80</castRange> <castRange>80</castRange>
<coolTime>1000</coolTime> <coolTime>1000</coolTime>
@ -638,6 +682,7 @@
<value level="12">49769</value> <value level="12">49769</value>
<value level="13">51343</value> <value level="13">51343</value>
<value level="14">52917</value> <value level="14">52917</value>
<value fromLevel="10" toLevel="14" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<criticalChance>15</criticalChance> <!-- Unconfirmed --> <criticalChance>15</criticalChance> <!-- Unconfirmed -->
</effect> </effect>
@ -646,17 +691,26 @@
<distance>100</distance> <distance>100</distance>
<animationSpeed>0</animationSpeed> <animationSpeed>0</animationSpeed>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="10" toLevel="14" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="10" toLevel="14" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30507" toLevel="24" name="Left Sidestep"> <skill id="30507" toLevel="24" name="Left Sidestep">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Disables targeting and finds weakness to the enemy's left. Enemy is stunned for 5 sec. Requires a fist weapon. --> <!-- Disables targeting and finds weakness to the enemy's left. Enemy is stunned for 5 sec. Requires a fist weapon. -->
<icon>icon.skill30507</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<abnormalVisualEffect>STUN</abnormalVisualEffect> <abnormalVisualEffect>STUN</abnormalVisualEffect>
<activateRate>80</activateRate> <!-- Unconfirmed --> <activateRate> <!-- Unconfirmed -->
<value fromLevel="1" toLevel="24">80</value>
<value fromLevel="20" toLevel="24" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30507</icon>
<effectPoint>-687</effectPoint> <effectPoint>-687</effectPoint>
<effectRange>900</effectRange> <!-- Unconfirmed --> <effectRange>900</effectRange> <!-- Unconfirmed -->
<operateType>DA4</operateType> <operateType>DA4</operateType>
@ -689,7 +743,10 @@
<value level="24">30</value> <value level="24">30</value>
</mpConsume> </mpConsume>
<nextAction>ATTACK</nextAction> <nextAction>ATTACK</nextAction>
<castRange>300</castRange> <castRange>
<value fromLevel="1" toLevel="24">300</value>
<value fromLevel="20" toLevel="24" fromSubLevel="1001" toSubLevel="1030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>100</hitTime> <hitTime>100</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>
<reuseDelay>7000</reuseDelay> <reuseDelay>7000</reuseDelay>
@ -712,9 +769,9 @@
<skill id="30508" toLevel="27" name="Right Sidestep"> <skill id="30508" toLevel="27" name="Right Sidestep">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Disables targeting and finds weakness to the enemy's right. Decreases enemy's resistance to Fist Weapons by 10%. Requires a fist weapon. --> <!-- Disables targeting and finds weakness to the enemy's right. Decreases enemy's resistance to Fist Weapons by 10%. Requires a fist weapon. -->
<icon>icon.skill30508</icon>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalType>REAL_TARGET</abnormalType> <abnormalType>REAL_TARGET</abnormalType>
<icon>icon.skill30508</icon>
<effectPoint>-687</effectPoint> <effectPoint>-687</effectPoint>
<effectRange>900</effectRange> <!-- Unconfirmed --> <effectRange>900</effectRange> <!-- Unconfirmed -->
<operateType>DA5</operateType> <operateType>DA5</operateType>
@ -750,7 +807,10 @@
<value level="27">34</value> <value level="27">34</value>
</mpConsume> </mpConsume>
<nextAction>ATTACK</nextAction> <nextAction>ATTACK</nextAction>
<castRange>300</castRange> <castRange>
<value fromLevel="1" toLevel="27">300</value>
<value fromLevel="23" toLevel="27" fromSubLevel="1001" toSubLevel="1030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>100</hitTime> <hitTime>100</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>
<reuseDelay>7000</reuseDelay> <reuseDelay>7000</reuseDelay>
@ -772,6 +832,12 @@
<effect name="TargetCancel"> <effect name="TargetCancel">
<chance>90</chance> <chance>90</chance>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="23" toLevel="27" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="23" toLevel="27" fromSubLevel="2001" toSubLevel="2030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30509" toLevel="5" name="Back Step"> <skill id="30509" toLevel="5" name="Back Step">
@ -886,6 +952,13 @@
<value level="4">25</value> <value level="4">25</value>
<value level="5">30</value> <value level="5">30</value>
</PULL> </PULL>
<ZONE>
<value level="1">0</value>
<value level="2">15</value>
<value level="3">20</value>
<value level="4">25</value>
<value level="5">30</value>
</ZONE>
<AIRBIND> <AIRBIND>
<value level="1">0</value> <value level="1">0</value>
<value level="2">15</value> <value level="2">15</value>
@ -904,18 +977,40 @@
</amount> </amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="PhysicalAttackSpeed" fromLevel="3" toLevel="5" fromSubLevel="1001" toSubLevel="1030">
<amount>
<value fromLevel="3" toLevel="5" fromSubLevel="1001" toSubLevel="1030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="PhysicalDefence" fromLevel="3" toLevel="5" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="3" toLevel="5" fromSubLevel="2001" toSubLevel="2030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence" fromLevel="3" toLevel="5" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="3" toLevel="5" fromSubLevel="3001" toSubLevel="3030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30512" toLevel="3" name="Distortion"> <skill id="30512" toLevel="3" name="Distortion">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- For 60 sec., distorts space to attack from behind. Requires a fist weapon. --> <!-- For 60 sec., distorts space to attack from behind. Requires a fist weapon. -->
<icon>icon.skill30512</icon>
<abnormalLvl> <abnormalLvl>
<value level="1">1</value> <value level="1">1</value>
<value level="2">2</value> <value level="2">2</value>
<value level="3">3</value> <value level="3">3</value>
</abnormalLvl> </abnormalLvl>
<abnormalTime>60</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="3">60</value>
<value fromLevel="2" toLevel="3" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="2" toLevel="3" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<icon>icon.skill30512</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -957,6 +1052,12 @@
</amount> </amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="DefenceCriticalDamage" fromLevel="2" toLevel="3" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="2" toLevel="3" fromSubLevel="2001" toSubLevel="2030">{-1 - ((subIndex - 1} * 0.5)}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30514" toLevel="3" name="Fluid Weave"> <skill id="30514" toLevel="3" name="Fluid Weave">
@ -1025,11 +1126,15 @@
<skill id="30515" toLevel="1" name="Spallation"> <skill id="30515" toLevel="1" name="Spallation">
<!-- Updated to Ertheia --> <!-- Updated to Ertheia -->
<!-- Creates a protective sphere that diffuses all ranged attacks and debuffs for 30 sec. Damaged if attacked within the sphere. Requires a fist weapon. --> <!-- Creates a protective sphere that diffuses all ranged attacks and debuffs for 30 sec. Damaged if attacked within the sphere. Requires a fist weapon. -->
<icon>icon.skill30515</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>30</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="1">30</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalType>NONE</abnormalType> <abnormalType>NONE</abnormalType>
<abnormalVisualEffect>SPACEREF</abnormalVisualEffect> <abnormalVisualEffect>SPACEREF</abnormalVisualEffect>
<icon>icon.skill30515</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -1049,17 +1154,25 @@
<effect name="SphericBarrier"> <effect name="SphericBarrier">
<amount>150</amount> <amount>150</amount>
</effect> </effect>
<effect name="Speed" fromLevel="1" toLevel="1" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="1" toLevel="1" fromSubLevel="2001" toSubLevel="2030">{2 * subIndex}</value>
</amount>
<mode>DIFF</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30516" toLevel="1" name="Gravity Barrier"> <skill id="30516" toLevel="1" name="Gravity Barrier">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Cancels all debuffs and becomes invincible against all debuffs and damage. --> <!-- Cancels all debuffs and becomes invincible against all debuffs and damage. -->
<icon>icon.skill30516</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>10</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="1">10</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1030">{base + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalType>INVINCIBILITY</abnormalType> <abnormalType>INVINCIBILITY</abnormalType>
<abnormalVisualEffect>INVINCIBILITY</abnormalVisualEffect> <abnormalVisualEffect>INVINCIBILITY</abnormalVisualEffect>
<canCastWhileDisabled>true</canCastWhileDisabled> <icon>icon.skill30516</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<removedOnAnyActionExceptMove>true</removedOnAnyActionExceptMove> <removedOnAnyActionExceptMove>true</removedOnAnyActionExceptMove>
<targetType>SELF</targetType> <targetType>SELF</targetType>
@ -1090,11 +1203,14 @@
<skill id="30517" toLevel="11" name="Heavy Hand"> <skill id="30517" toLevel="11" name="Heavy Hand">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Increases the effect of gravity on nearby enemies to slow them down and block them from teleporting. Requires a fist weapon. --> <!-- Increases the effect of gravity on nearby enemies to slow them down and block them from teleporting. Requires a fist weapon. -->
<icon>icon.skill30517</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>10</abnormalTime> <abnormalTime>10</abnormalTime>
<abnormalType>BLOCK_ESCAPE</abnormalType> <abnormalType>BLOCK_ESCAPE</abnormalType>
<activateRate>80</activateRate> <!-- Guessed --> <activateRate>
<value fromLevel="7" toLevel="11">80</value> <!-- Guessed -->
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30517</icon>
<basicProperty>MAGIC</basicProperty> <!-- Guessed --> <basicProperty>MAGIC</basicProperty> <!-- Guessed -->
<affectRange>300</affectRange> <affectRange>300</affectRange>
<effectPoint>-379</effectPoint> <effectPoint>-379</effectPoint>
@ -1132,16 +1248,25 @@
<amount>-100</amount> <amount>-100</amount>
<mode>DIFF</mode> <mode>DIFF</mode>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30518" toLevel="11" name="Reverse Weight"> <skill id="30518" toLevel="11" name="Reverse Weight">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Attacks nearby enemies with 19693 Power added to P. Atk. and knocks them down. Damage increases with the number of enemies affected. Requires a fist weapon. --> <!-- Attacks nearby enemies with 19693 Power added to P. Atk. and knocks them down. Damage increases with the number of enemies affected. Requires a fist weapon. -->
<icon>icon.skill30518</icon>
<abnormalTime>1</abnormalTime> <!-- Unconfirmed --> <abnormalTime>1</abnormalTime> <!-- Unconfirmed -->
<abnormalType>KNOCKDOWN</abnormalType> <abnormalType>KNOCKDOWN</abnormalType>
<abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect> <abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect>
<activateRate>80</activateRate> <!-- Guessed --> <activateRate>
<value fromLevel="7" toLevel="11">80</value> <!-- Guessed -->
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30518</icon>
<affectLimit>2-6</affectLimit> <affectLimit>2-6</affectLimit>
<basicProperty>PHYSICAL</basicProperty> <!-- Guessed --> <basicProperty>PHYSICAL</basicProperty> <!-- Guessed -->
<affectRange>300</affectRange> <!-- Unconfirmed --> <affectRange>300</affectRange> <!-- Unconfirmed -->
@ -1190,6 +1315,7 @@
<value level="9">49769</value> <value level="9">49769</value>
<value level="10">51343</value> <value level="10">51343</value>
<value level="11">52917</value> <value level="11">52917</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<overHit>true</overHit> <overHit>true</overHit>
</effect> </effect>
@ -1198,18 +1324,40 @@
<distance>50</distance> <distance>50</distance>
<knockDown>true</knockDown> <knockDown>true</knockDown>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30519" toLevel="1" name="Warped Space"> <skill id="30519" toLevel="1" name="Warped Space">
<!-- AUTO GENERATED SKILL --> <!-- Updated to Underground -->
<!-- Creates a warped space where the enemy is trapped and their abilities are decreased. Requires a fist weapon. --> <!-- Creates a warped space where the enemy is trapped and their abilities are decreased. Requires a fist weapon. -->
<abnormalLvl>1</abnormalLvl>
<abnormalTime>10</abnormalTime>
<abnormalType>ROOT_PHYSICALLY</abnormalType>
<abnormalVisualEffect>ROOT</abnormalVisualEffect>
<activateRate>80</activateRate>
<basicProperty>MAGIC</basicProperty>
<icon>icon.skill30519</icon> <icon>icon.skill30519</icon>
<operateType>A1</operateType> <affectLimit>10-10</affectLimit>
<affectRange>150</affectRange>
<isDebuff>true</isDebuff>
<operateType>A2</operateType>
<magicLvl>98</magicLvl>
<mpConsume>772</mpConsume> <mpConsume>772</mpConsume>
<hitTime>2500</hitTime> <hitTime>2500</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<effectPoint>-707</effectPoint> <effectPoint>-707</effectPoint>
<reuseDelay>600000</reuseDelay> <reuseDelay>600000</reuseDelay>
<rideState>NONE</rideState>
<magicCriticalRate>5</magicCriticalRate>
<trait>HOLD</trait>
<targetType>SELF</targetType>
<affectScope>POINT_BLANK</affectScope>
<affectObject>NOT_FRIEND</affectObject>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -1218,18 +1366,28 @@
</condition> </condition>
</conditions> </conditions>
<effects> <effects>
<effect name="SummonNpc"> <effect name="Root" />
<npcId>13432</npcId> <!-- Gravity Core --> <effect name="DefenceTrait">
<npcCount>1</npcCount> <HOLD>100</HOLD>
</effect> </effect>
</effects> </effects>
</skill> </skill>
<skill id="30520" toLevel="3" name="Steel Mind"> <skill id="30520" toLevel="3" name="Steel Mind">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- For 30 sec., HP stays at 1. Speed + 50, P. Atk. + 15%, P. Critical Damage + 10%, Skill Critical Damage + 10%, and Knock Back / Knock Down / Pull / Aerial Yoke / Aggression Resistance + 90. Normal attacks have normal damage x 5. When duration ends, 30% of HP is restored. Requires a fist weapon. --> <!-- For 30 sec., HP stays at 1. Speed + 50, P. Atk. + 15%, P. Critical Damage + 10%, Skill Critical Damage + 10%, and Knock Back / Knock Down / Pull / Aerial Yoke / Aggression Resistance + 90. Normal attacks have normal damage x 5. When duration ends, 30% of HP is restored. Requires a fist weapon. -->
<icon>icon.skill30520</icon> <abnormalLvl>
<abnormalTime>30</abnormalTime> <value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
</abnormalLvl>
<abnormalTime>
<value fromLevel="1" toLevel="3">30</value>
<value fromLevel="1" toLevel="3" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="1" toLevel="3" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalVisualEffect>PMENTAL_TRAIL</abnormalVisualEffect> <abnormalVisualEffect>PMENTAL_TRAIL</abnormalVisualEffect>
<abnormalType>STEEL_MIND</abnormalType>
<icon>icon.skill30520</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -1262,6 +1420,7 @@
<KNOCKDOWN>90</KNOCKDOWN> <KNOCKDOWN>90</KNOCKDOWN>
<KNOCKBACK>90</KNOCKBACK> <KNOCKBACK>90</KNOCKBACK>
<PULL>90</PULL> <PULL>90</PULL>
<ZONE>90</ZONE>
<AIRBIND>90</AIRBIND> <AIRBIND>90</AIRBIND>
<AGGRESSION>90</AGGRESSION> <AGGRESSION>90</AGGRESSION>
</effect> </effect>
@ -1447,9 +1606,13 @@
<skill id="30530" toLevel="15" name="Crushing Air"> <skill id="30530" toLevel="15" name="Crushing Air">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Crushes the air to decrease target's battle strength. Requires a fist weapon. --> <!-- Crushes the air to decrease target's battle strength. Requires a fist weapon. -->
<icon>icon.skill30530</icon>
<abnormalTime>10</abnormalTime> <!-- Unconfirmed --> <abnormalTime>10</abnormalTime> <!-- Unconfirmed -->
<abnormalVisualEffect>GRAVITY_SPACE_3</abnormalVisualEffect> <abnormalVisualEffect>GRAVITY_SPACE_3</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="15">80</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30530</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>ENEMY</targetType> <targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -1470,7 +1633,10 @@
<value level="14">38</value> <value level="14">38</value>
<value level="15">38</value> <value level="15">38</value>
</mpConsume> </mpConsume>
<castRange>600</castRange> <castRange>
<value fromLevel="1" toLevel="15">600</value>
<value fromLevel="11" toLevel="15" fromSubLevel="2001" toSubLevel="2030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>1000</hitTime> <hitTime>1000</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<reuseDelay>30000</reuseDelay> <reuseDelay>30000</reuseDelay>
@ -1489,13 +1655,26 @@
<amount>-30</amount> <amount>-30</amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="BlockEscape" />
<effect name="PhysicalDefence" fromLevel="11" toLevel="15" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="11" toLevel="15" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30532" toLevel="3" name="Inside Position"> <skill id="30532" toLevel="3" name="Inside Position">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Increases P. Critical Rate by 10. --> <!-- Increases P. Critical Rate by 10. -->
<icon>icon.skill30510</icon> <abnormalLvl>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
</abnormalLvl>
<abnormalType>INSIDE_POSITION</abnormalType>
<abnormalTime>10</abnormalTime> <!-- Unconfirmed --> <abnormalTime>10</abnormalTime> <!-- Unconfirmed -->
<icon>icon.skill30510</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -1503,15 +1682,6 @@
<effectPoint>2</effectPoint> <effectPoint>2</effectPoint>
<isMagic>4</isMagic> <isMagic>4</isMagic>
<effects> <effects>
<!-- TODO Skill Crit Rate -->
<effect name="SkillCriticalDamage" fromLevel="3" toLevel="3">
<amount>25</amount>
<mode>PER</mode>
</effect>
<effect name="CriticalDamage" fromLevel="3" toLevel="3">
<amount>20</amount>
<mode>PER</mode>
</effect>
<effect name="CriticalRate"> <effect name="CriticalRate">
<amount> <amount>
<value level="1">10</value> <value level="1">10</value>
@ -1520,6 +1690,22 @@
</amount> </amount>
<mode>DIFF</mode> <mode>DIFF</mode>
</effect> </effect>
<effect name="SkillCriticalProbability">
<amount>
<value level="1">10</value>
<value level="2">20</value>
<value level="3">40</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="CriticalDamage" fromLevel="3" toLevel="3">
<amount>20</amount>
<mode>PER</mode>
</effect>
<effect name="SkillCriticalDamage" fromLevel="3" toLevel="3">
<amount>20</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30540" toLevel="17" name="Eminent Fist Weapon Mastery"> <skill id="30540" toLevel="17" name="Eminent Fist Weapon Mastery">
@ -2081,6 +2267,10 @@
<value level="1">0</value> <value level="1">0</value>
<value level="2">30</value> <value level="2">30</value>
</PULL> </PULL>
<ZONE>
<value level="1">0</value>
<value level="2">30</value>
</ZONE>
<KNOCKBACK> <KNOCKBACK>
<value level="1">0</value> <value level="1">0</value>
<value level="2">30</value> <value level="2">30</value>
@ -2116,14 +2306,16 @@
</effects> </effects>
</skill> </skill>
<skill id="30546" toLevel="11" name="Flying Knee Kick"> <skill id="30546" toLevel="11" name="Flying Knee Kick">
<!-- AUTO GENERATED SKILL -->
<!-- Lands a knee kick on the target. Target is knocked down for 3 seconds. Fist weapon must be equipped. --> <!-- Lands a knee kick on the target. Target is knocked down for 3 seconds. Fist weapon must be equipped. -->
<icon>icon.skill30546</icon>
<abnormalTime>3</abnormalTime> <abnormalTime>3</abnormalTime>
<abnormalType>KNOCKDOWN</abnormalType> <abnormalType>KNOCKDOWN</abnormalType>
<abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect> <abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect>
<activateRate>80</activateRate> <!-- Guessed --> <activateRate>
<value fromLevel="1" toLevel="11">80</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</activateRate> <!-- Guessed -->
<basicProperty>PHYSICAL</basicProperty> <!-- Guessed --> <basicProperty>PHYSICAL</basicProperty> <!-- Guessed -->
<icon>icon.skill30546</icon>
<nextAction>ATTACK</nextAction> <nextAction>ATTACK</nextAction>
<operateType>DA2</operateType> <operateType>DA2</operateType>
<trait>KNOCKDOWN</trait> <trait>KNOCKDOWN</trait>
@ -2155,7 +2347,10 @@
<value level="10">33</value> <value level="10">33</value>
<value level="11">34</value> <value level="11">34</value>
</mpConsume> </mpConsume>
<castRange>300</castRange> <castRange>
<value fromLevel="1" toLevel="11">300</value>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>100</hitTime> <hitTime>100</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>
<reuseDelay>7000</reuseDelay> <reuseDelay>7000</reuseDelay>
@ -2177,6 +2372,12 @@
<distance>50</distance> <distance>50</distance>
<knockDown>true</knockDown> <knockDown>true</knockDown>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30547" toLevel="4" name="Stamp Punch"> <skill id="30547" toLevel="4" name="Stamp Punch">
@ -2218,6 +2419,10 @@
<value level="4">102392</value> <value level="4">102392</value>
</power> </power>
<pDefMod>0.5</pDefMod> <pDefMod>0.5</pDefMod>
<criticalChance>
<value fromLevel="1" toLevel="4">15</value> <!-- Guessed -->
<value fromLevel="1" toLevel="4" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</criticalChance>
</effect> </effect>
</effects> </effects>
</skill> </skill>

View File

@ -22,11 +22,14 @@
<mpConsume>1</mpConsume> <mpConsume>1</mpConsume>
<abnormalType>STEALTH</abnormalType> <abnormalType>STEALTH</abnormalType>
<abnormalVisualEffect>STEALTH</abnormalVisualEffect> <abnormalVisualEffect>STEALTH</abnormalVisualEffect>
<rideState>NONE</rideState>
<magicCriticalRate>5</magicCriticalRate>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
<effects> <effects>
<effect name="SilentMove"> <effect name="ChameleonRest">
<chance>100</chance> <power>2</power>
<ticks>5</ticks>
</effect> </effect>
</effects> </effects>
</skill> </skill>

View File

@ -510,7 +510,9 @@ public enum AbnormalType
MAX(284), MAX(284),
AIRBIND(365), AIRBIND(365),
KNOCKDOWN(367), KNOCKDOWN(367),
EARTHWORM_DEBUFF(424); EARTHWORM_DEBUFF(424),
INSIDE_POSITION(593),
STEEL_MIND(596);
private int _clientId; private int _clientId;

View File

@ -74,7 +74,9 @@ public enum TraitType
DEPORT(50, 3), DEPORT(50, 3),
CHANGEBODY(51, 3), CHANGEBODY(51, 3),
TWOHANDCROSSBOW(52, 1), TWOHANDCROSSBOW(52, 1),
NONE(53, 0); ZONE(53, 3),
PSYCHIC(54, 3),
NONE(55, 0);
private final int _id; private final int _id;
private final int _type; // 1 = weapon, 2 = weakness, 3 = resistance private final int _type; // 1 = weapon, 2 = weakness, 3 = resistance

View File

@ -1440,6 +1440,8 @@
<PARALYZE>100</PARALYZE> <PARALYZE>100</PARALYZE>
<CHANGEBODY>100</CHANGEBODY> <CHANGEBODY>100</CHANGEBODY>
<KNOCKDOWN>100</KNOCKDOWN> <KNOCKDOWN>100</KNOCKDOWN>
<ZONE>100</ZONE>
<PSYCHIC>100</PSYCHIC>
</effect> </effect>
</effects> </effects>
</skill> </skill>

View File

@ -647,6 +647,7 @@
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>11</abnormalTime> <abnormalTime>11</abnormalTime>
<abnormalType>AURA</abnormalType> <abnormalType>AURA</abnormalType>
<abnormalVisualEffect>PHOENIX_AURA</abnormalVisualEffect>
<affectRange>1000</affectRange> <affectRange>1000</affectRange>
<canBeDispelled>false</canBeDispelled> <canBeDispelled>false</canBeDispelled>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>

View File

@ -3048,6 +3048,11 @@
<value level="2">20</value> <value level="2">20</value>
<value level="3">20</value> <value level="3">20</value>
</PULL> </PULL>
<ZONE>
<value level="1">15</value>
<value level="2">20</value>
<value level="3">20</value>
</ZONE>
<KNOCKBACK> <KNOCKBACK>
<value level="1">15</value> <value level="1">15</value>
<value level="2">20</value> <value level="2">20</value>

View File

@ -120,7 +120,10 @@
<value level="28">105</value> <value level="28">105</value>
</magicLvl> </magicLvl>
<nextAction>CAST</nextAction> <nextAction>CAST</nextAction>
<magicCriticalRate>6</magicCriticalRate> <magicCriticalRate>
<value fromLevel="1" toLevel="28">6</value>
<value fromLevel="24" toLevel="28" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -160,6 +163,30 @@
<value level="26">231</value> <value level="26">231</value>
<value level="27">235</value> <value level="27">235</value>
<value level="28">239</value> <value level="28">239</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
<debuffModifier>1.1</debuffModifier> <debuffModifier>1.1</debuffModifier>
</effect> </effect>
@ -255,7 +282,10 @@
<value level="19">103</value> <value level="19">103</value>
<value level="20">105</value> <value level="20">105</value>
</magicLvl> </magicLvl>
<magicCriticalRate>6</magicCriticalRate> <magicCriticalRate>
<value fromLevel="1" toLevel="20">6</value>
<value fromLevel="16" toLevel="20" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -292,6 +322,30 @@
<value level="18">711</value> <value level="18">711</value>
<value level="19">725</value> <value level="19">725</value>
<value level="20">739</value> <value level="20">739</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="16" toLevel="20" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
<debuffModifier>1.1</debuffModifier> <debuffModifier>1.1</debuffModifier>
</effect> </effect>
@ -307,6 +361,10 @@
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalVisualEffect>WIND_STUN</abnormalVisualEffect> <abnormalVisualEffect>WIND_STUN</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="25">120</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30004</icon> <icon>icon.skill30004</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>ENEMY</targetType> <targetType>ENEMY</targetType>
@ -410,14 +468,44 @@
<value level="23">584</value> <value level="23">584</value>
<value level="24">594</value> <value level="24">594</value>
<value level="25">604</value> <value level="25">604</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
</effect> </effect>
<effect name="BlockActions"> <effect name="BlockActions">
<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912</allowedSkills> <allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912</allowedSkills>
</effect> </effect>
<effect name="MagicalDefence" fromLevel="21" toLevel="25" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="21" toLevel="25" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30005" fromLevel="4" toLevel="4" name="Storm Sign"> <skill id="30005" fromLevel="4" toLevel="4" name="Hydro Strike">
<!-- Updated to Ertheia --> <!-- Updated to Ertheia -->
<!-- M. Def. - 50%, Speed - 100. --> <!-- M. Def. - 50%, Speed - 100. -->
<abnormalLvl>4</abnormalLvl> <abnormalLvl>4</abnormalLvl>
@ -450,6 +538,10 @@
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<abnormalTime>1</abnormalTime> <abnormalTime>1</abnormalTime>
<abnormalVisualEffect>KNOCKBACK</abnormalVisualEffect> <abnormalVisualEffect>KNOCKBACK</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="11">120</value>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<affectLimit>5-10</affectLimit> <!-- Unconfirmed --> <affectLimit>5-10</affectLimit> <!-- Unconfirmed -->
<affectRange>100</affectRange> <!-- Unconfirmed --> <affectRange>100</affectRange> <!-- Unconfirmed -->
<operateType>A1</operateType> <operateType>A1</operateType>
@ -490,6 +582,10 @@
<isMagic>1</isMagic> <isMagic>1</isMagic>
<isDebuff>true</isDebuff> <isDebuff>true</isDebuff>
<trait>KNOCKBACK</trait> <trait>KNOCKBACK</trait>
<magicCriticalRate>
<value fromLevel="1" toLevel="11">6</value>
<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -517,6 +613,30 @@
<value level="9">359</value> <value level="9">359</value>
<value level="10">365</value> <value level="10">365</value>
<value level="11">371</value> <value level="11">371</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
</effect> </effect>
</effects> </effects>
@ -568,6 +688,10 @@
<hitTime>4000</hitTime> <hitTime>4000</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<isMagic>1</isMagic> <isMagic>1</isMagic>
<magicCriticalRate>
<value fromLevel="1" toLevel="15">6</value>
<value fromLevel="11" toLevel="15" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -599,6 +723,30 @@
<value level="13">536</value> <value level="13">536</value>
<value level="14">546</value> <value level="14">546</value>
<value level="15">556</value> <value level="15">556</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
</effect> </effect>
<effect name="DispelBySlot"> <effect name="DispelBySlot">
@ -615,8 +763,9 @@
</selfEffects> </selfEffects>
</skill> </skill>
<skill id="30008" toLevel="5" name="Wind Blend"> <skill id="30008" toLevel="5" name="Wind Blend">
<!-- Updated to HELIOS --> <!-- Updated to IO -->
<!-- For 5 seconds, blends into the wind. Becomes one with the wind and disappears later on. Requires a sword or blunt weapon. --> <!-- For 3 sec., blends into the wind. Becomes one with the wind and disappears later on. Requires a sword or blunt weapon. -->
<abnormalVisualEffect>WIND_BLEND</abnormalVisualEffect>
<icon>icon.skill30008</icon> <icon>icon.skill30008</icon>
<abnormalLvl> <abnormalLvl>
<value level="1">1</value> <value level="1">1</value>
@ -625,7 +774,7 @@
<value level="4">4</value> <value level="4">4</value>
<value level="5">5</value> <value level="5">5</value>
</abnormalLvl> </abnormalLvl>
<abnormalTime>5</abnormalTime> <abnormalTime>3</abnormalTime>
<effectPoint>687</effectPoint> <effectPoint>687</effectPoint>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
@ -661,25 +810,8 @@
</condition> </condition>
</conditions> </conditions>
<effects> <effects>
<effect name="PhysicalDefence"> <effect name="ReduceDamage">
<amount> <amount>50</amount>
<value level="1">0</value>
<value level="2">20</value>
<value level="3">30</value>
<value level="4">40</value>
<value level="5">50</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence">
<amount>
<value level="1">0</value>
<value level="2">20</value>
<value level="3">30</value>
<value level="4">40</value>
<value level="5">50</value>
</amount>
<mode>PER</mode>
</effect> </effect>
</effects> </effects>
<endEffects> <endEffects>
@ -696,8 +828,8 @@
</endEffects> </endEffects>
</skill> </skill>
<skill id="30009" toLevel="10" name="Deceptive Blink"> <skill id="30009" toLevel="10" name="Deceptive Blink">
<!-- Updated to HELIOS --> <!-- Updated to Ertheia -->
<!-- The caster is assimilated into the wind, and teleports to the rear. Assimiliation lasts for 5 seconds, and speed increases by 50 while assimilated. Requires a sword or blunt weapon. --> <!-- For 5 sec., blends into the wind and teleports backward, and Speed + 100. Requires a sword or blunt weapon. -->
<icon>icon.skill30009</icon> <icon>icon.skill30009</icon>
<abnormalLvl> <abnormalLvl>
<value level="1">1</value> <value level="1">1</value>
@ -751,9 +883,21 @@
</effect> </effect>
<effect name="Hide" /> <effect name="Hide" />
<effect name="Speed"> <effect name="Speed">
<amount>50</amount> <amount>100</amount>
<mode>DIFF</mode> <mode>DIFF</mode>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="9" toLevel="10" fromSubLevel="1001" toSubLevel="1030">
<amount>
<value fromLevel="9" toLevel="10" fromSubLevel="1001" toSubLevel="1030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence" fromLevel="9" toLevel="10" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="9" toLevel="10" fromSubLevel="2001" toSubLevel="2030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30010" toLevel="2" name="Windy Refuge"> <skill id="30010" toLevel="2" name="Windy Refuge">
@ -761,7 +905,10 @@
<!-- Cancels all debuffs and recovers HP/MP for 10 sec. inside a refuge of wind. Cannot move. --> <!-- Cancels all debuffs and recovers HP/MP for 10 sec. inside a refuge of wind. Cannot move. -->
<icon>icon.skill30010</icon> <icon>icon.skill30010</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>10</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="2">10</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1030">{base + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalVisualEffect>WIND_HIDE</abnormalVisualEffect> <abnormalVisualEffect>WIND_HIDE</abnormalVisualEffect>
<blockedInOlympiad>true</blockedInOlympiad> <!-- Unconfirmed --> <blockedInOlympiad>true</blockedInOlympiad> <!-- Unconfirmed -->
<effectPoint>687</effectPoint> <effectPoint>687</effectPoint>
@ -795,6 +942,40 @@
<power>10</power> <power>10</power>
<ticks>5</ticks> <ticks>5</ticks>
</effect> </effect>
<effect name="Heal" fromLevel="1" toLevel="2" fromSubLevel="2001" toSubLevel="2030">
<power>
<value fromLevel="1" toLevel="2" fromSubLevel="2001" toSubLevel="2001">1936</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2002" toSubLevel="2002">2072</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2003" toSubLevel="2003">2207</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2004" toSubLevel="2004">2342</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2005" toSubLevel="2005">2477</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2006" toSubLevel="2006">2612</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2007" toSubLevel="2007">2747</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2008" toSubLevel="2008">2882</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2009" toSubLevel="2009">3017</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2010" toSubLevel="2010">3152</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2011" toSubLevel="2011">3288</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2012" toSubLevel="2012">3423</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2013" toSubLevel="2013">3558</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2014" toSubLevel="2014">3693</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2015" toSubLevel="2015">3828</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2016" toSubLevel="2016">3964</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2017" toSubLevel="2017">4099</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2018" toSubLevel="2018">4234</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2019" toSubLevel="2019">4369</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2020" toSubLevel="2020">4504</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2021" toSubLevel="2021">4594</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2022" toSubLevel="2022">4684</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2023" toSubLevel="2023">4774</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2024" toSubLevel="2024">4864</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2025" toSubLevel="2025">4955</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2026" toSubLevel="2026">5044</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2027" toSubLevel="2027">5135</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2028" toSubLevel="2028">5224</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2029" toSubLevel="2029">5315</value>
<value fromLevel="1" toLevel="2" fromSubLevel="2030" toSubLevel="2030">5405</value>
</power>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30011" toLevel="15" name="Threatening Wind"> <skill id="30011" toLevel="15" name="Threatening Wind">
@ -839,7 +1020,7 @@
<value level="14">37</value> <value level="14">37</value>
<value level="15">38</value> <value level="15">38</value>
</mpConsume> </mpConsume>
<castRange>600</castRange> <castRange>900</castRange>
<hitTime>1200</hitTime> <hitTime>1200</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<reuseDelay>15000</reuseDelay> <reuseDelay>15000</reuseDelay>
@ -861,13 +1042,17 @@
</effects> </effects>
</skill> </skill>
<skill id="30012" toLevel="25" name="Air Rush"> <skill id="30012" toLevel="25" name="Air Rush">
<!-- Updated to HELIOS --> <!-- Updated to IO -->
<!-- Knocks down target and attacks with 57 Power added to M. Atk. 10% more damage if target is debuffed. If target has Storm Sign, eliminates it and inflicts additional damage. Requires a sword or blunt weapon. --> <!-- Knocks down target and attacks with 57 Power added to M. Atk. 10% more damage if target is debuffed. If target has Storm Sign, eliminates it and inflicts additional damage. Requires a sword or blunt weapon. -->
<icon>icon.skill30012</icon> <icon>icon.skill30012</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect> <abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="25">120</value>
<value fromLevel="21" toLevel="25" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<operateType>DA2</operateType> <operateType>DA2</operateType>
<targetType>ENEMY</targetType> <targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -899,7 +1084,10 @@
<value level="25">73</value> <value level="25">73</value>
</mpConsume> </mpConsume>
<effectPoint>-696</effectPoint> <effectPoint>-696</effectPoint>
<castRange>600</castRange> <castRange>
<value fromLevel="1" toLevel="25">900</value>
<value fromLevel="21" toLevel="25" fromSubLevel="3001" toSubLevel="3030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>1000</hitTime> <hitTime>1000</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<reuseDelay>7000</reuseDelay> <reuseDelay>7000</reuseDelay>
@ -946,6 +1134,30 @@
<value level="23">535</value> <value level="23">535</value>
<value level="24">545</value> <value level="24">545</value>
<value level="25">555</value> <value level="25">555</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="21" toLevel="25" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
</effect> </effect>
<effect name="DispelBySlot"> <effect name="DispelBySlot">
@ -990,11 +1202,17 @@
</effects> </effects>
</skill> </skill>
<skill id="30014" toLevel="15" name="Compelling Wind"> <skill id="30014" toLevel="15" name="Compelling Wind">
<!-- AUTO GENERATED SKILL --> <!-- Updated to Underground -->
<!-- Sends a breeze that pushes target toward you. Requires a sword / blunt weapon. --> <!-- Sends a breeze that pushes target toward you. Requires a sword / blunt weapon. -->
<abnormalLevel>1</abnormalLevel> <abnormalLevel>1</abnormalLevel>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalVisualEffect>PSY_POWER</abnormalVisualEffect> <abnormalVisualEffect>PSY_POWER</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="15">50</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</activateRate>
<basicProperty>MAGIC</basicProperty>
<trait>PSYCHIC</trait> <!-- retail confirmed {trait_psychic} -->
<icon>icon.skill30014</icon> <icon>icon.skill30014</icon>
<effectPoint>-1371</effectPoint> <effectPoint>-1371</effectPoint>
<operateType>A2</operateType> <operateType>A2</operateType>
@ -1015,7 +1233,10 @@
<value level="14">37</value> <value level="14">37</value>
<value level="15">38</value> <value level="15">38</value>
</mpConsume> </mpConsume>
<castRange>600</castRange> <castRange>
<value fromLevel="1" toLevel="15">600</value>
<value fromLevel="11" toLevel="15" fromSubLevel="3001" toSubLevel="3030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>1200</hitTime> <hitTime>1200</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<reuseDelay>10000</reuseDelay> <reuseDelay>10000</reuseDelay>
@ -1031,6 +1252,16 @@
</weaponType> </weaponType>
</condition> </condition>
</conditions> </conditions>
<effects>
<effect name="Compelling" />
<effect name="BlockControl" />
<effect name="MagicalDefence" fromLevel="11" toLevel="15" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="11" toLevel="15" fromSubLevel="2001" toSubLevel="2030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects>
</skill> </skill>
<skill id="30015" toLevel="1" name="Mass Compelling Wind"> <skill id="30015" toLevel="1" name="Mass Compelling Wind">
<!-- AUTO GENERATED SKILL --> <!-- AUTO GENERATED SKILL -->
@ -1063,7 +1294,11 @@
<!-- For 30 sec., M. Critical Rate + 100%, P./M. Def. + 30%. --> <!-- For 30 sec., M. Critical Rate + 100%, P./M. Def. + 30%. -->
<icon>icon.skill30016</icon> <icon>icon.skill30016</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>30</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="4">30</value>
<value fromLevel="3" toLevel="4" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="3" toLevel="4" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<effectPoint>687</effectPoint> <effectPoint>687</effectPoint>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
@ -1084,6 +1319,7 @@
<KNOCKBACK>90</KNOCKBACK> <KNOCKBACK>90</KNOCKBACK>
<HATE>90</HATE> <HATE>90</HATE>
<PULL>90</PULL> <PULL>90</PULL>
<ZONE>90</ZONE>
<AIRBIND>90</AIRBIND> <AIRBIND>90</AIRBIND>
<AGGRESSION>90</AGGRESSION> <AGGRESSION>90</AGGRESSION>
</effect> </effect>
@ -1104,6 +1340,12 @@
<mode>PER</mode> <mode>PER</mode>
<magicType>1</magicType> <magicType>1</magicType>
</effect> </effect>
<effect name="MAtk" fromLevel="3" toLevel="4" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="3" toLevel="4" fromSubLevel="2001" toSubLevel="2030">{0.4 + 0.6 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30017" toLevel="4" name="Squall"> <skill id="30017" toLevel="4" name="Squall">
@ -1178,6 +1420,18 @@
</amount> </amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="3" toLevel="4" fromSubLevel="1001" toSubLevel="1030">
<amount>
<value fromLevel="3" toLevel="4" fromSubLevel="1001" toSubLevel="1030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence" fromLevel="3" toLevel="4" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="3" toLevel="4" fromSubLevel="2001" toSubLevel="2030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30018" toLevel="1" name="Windy Illusion"> <skill id="30018" toLevel="1" name="Windy Illusion">
@ -1224,6 +1478,10 @@
<value level="11">11</value> <value level="11">11</value>
</abnormalLvl> </abnormalLvl>
<abnormalTime>10</abnormalTime> <abnormalTime>10</abnormalTime>
<activateRate>
<value fromLevel="1" toLevel="11">80</value>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<effectPoint>-687</effectPoint> <effectPoint>-687</effectPoint>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>ENEMY</targetType> <targetType>ENEMY</targetType>
@ -1286,6 +1544,30 @@
<value level="9">743</value> <value level="9">743</value>
<value level="10">757</value> <value level="10">757</value>
<value level="11">771</value> <value level="11">771</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
<debuffModifier>1.1</debuffModifier> <debuffModifier>1.1</debuffModifier>
</effect> </effect>
@ -1308,7 +1590,11 @@
<!-- For 30 sec., Received P./M. Critical Damage - 50%, and Speed + 70. Has a chance of striking an attacker with lightning and branding them with Storm Sign Stage 4. Requires a sword or blunt weapon. --> <!-- For 30 sec., Received P./M. Critical Damage - 50%, and Speed + 70. Has a chance of striking an attacker with lightning and branding them with Storm Sign Stage 4. Requires a sword or blunt weapon. -->
<icon>icon.skill30020</icon> <icon>icon.skill30020</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>30</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="1">30</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalVisualEffect>SAYHA_FURY</abnormalVisualEffect> <abnormalVisualEffect>SAYHA_FURY</abnormalVisualEffect>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
@ -1347,6 +1633,18 @@
<amount>-50</amount> <amount>-50</amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="1" toLevel="1" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="1" toLevel="1" fromSubLevel="2001" toSubLevel="2030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence" fromLevel="1" toLevel="1" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="1" toLevel="1" fromSubLevel="3001" toSubLevel="3030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30022" toLevel="2" name="Sayha's Blessing"> <skill id="30022" toLevel="2" name="Sayha's Blessing">
@ -1354,7 +1652,11 @@
<!-- For 30 sec., nearby party members' Speed + 50, and Knock Back / Knock Down / Pull / Aerial Yoke / Aggression Resistance + 30. Requires a sword or blunt weapon. --> <!-- For 30 sec., nearby party members' Speed + 50, and Knock Back / Knock Down / Pull / Aerial Yoke / Aggression Resistance + 30. Requires a sword or blunt weapon. -->
<icon>icon.skill30022</icon> <icon>icon.skill30022</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>30</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="2">30</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<effectPoint>687</effectPoint> <effectPoint>687</effectPoint>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
@ -1394,6 +1696,10 @@
<value level="1">30</value> <value level="1">30</value>
<value level="2">40</value> <value level="2">40</value>
</PULL> </PULL>
<ZONE>
<value level="1">30</value>
<value level="2">40</value>
</ZONE>
<AIRBIND> <AIRBIND>
<value level="1">30</value> <value level="1">30</value>
<value level="2">40</value> <value level="2">40</value>
@ -1410,6 +1716,18 @@
</amount> </amount>
<mode>DIFF</mode> <mode>DIFF</mode>
</effect> </effect>
<effect name="PAtk" fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1030">
<amount>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MAtk" fromLevel="1" toLevel="2" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="1" toLevel="2" fromSubLevel="2001" toSubLevel="2030">{0.4 + 0.6 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30023" toLevel="1" name="Decoy Lock"> <skill id="30023" toLevel="1" name="Decoy Lock">
@ -1469,6 +1787,7 @@
</effect> </effect>
<effect name="CallSkill"> <effect name="CallSkill">
<skillId>30005</skillId> <!-- Storm Sign Lv. 4 --> <skillId>30005</skillId> <!-- Storm Sign Lv. 4 -->
<skillLevel>4</skillLevel>
<chance>10</chance> <chance>10</chance>
</effect> </effect>
</effects> </effects>
@ -1478,6 +1797,10 @@
<!-- Attacks nearby target with 448 Power added to M. Atk. and locks them inside a storm for 5 sec. 10% more damage if target is debuffed. Requires a sword or blunt weapon. --> <!-- Attacks nearby target with 448 Power added to M. Atk. and locks them inside a storm for 5 sec. 10% more damage if target is debuffed. Requires a sword or blunt weapon. -->
<icon>icon.iconskill30007</icon> <icon>icon.iconskill30007</icon>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<activateRate>
<value fromLevel="1" toLevel="4">90</value>
<value fromLevel="1" toLevel="4" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<affectLimit>10-10</affectLimit> <!-- Unconfirmed --> <affectLimit>10-10</affectLimit> <!-- Unconfirmed -->
<affectRange>200</affectRange> <!-- Unconfirmed --> <affectRange>200</affectRange> <!-- Unconfirmed -->
<effectPoint>-707</effectPoint> <effectPoint>-707</effectPoint>
@ -1497,6 +1820,10 @@
<reuseDelay>30000</reuseDelay> <reuseDelay>30000</reuseDelay>
<isMagic>7</isMagic> <isMagic>7</isMagic>
<isDebuff>true</isDebuff> <isDebuff>true</isDebuff>
<magicCriticalRate>
<value fromLevel="1" toLevel="4">6</value>
<value fromLevel="1" toLevel="4" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
</magicCriticalRate>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -1512,6 +1839,30 @@
<value level="2">465</value> <value level="2">465</value>
<value level="3">473</value> <value level="3">473</value>
<value level="4">481</value> <value level="4">481</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1001" toSubLevel="1005">{base + base / 100 * (1 + 0.4 * (subIndex - 1))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1006" toSubLevel="1006">{base + base / 100 * (2 + 0.8 * (subIndex - 5))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1007" toSubLevel="1007">{base + base / 100 * (3 + 0.3 * (subIndex - 6))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1008" toSubLevel="1008">{base + base / 100 * (3 + 0.3 * (subIndex - 7))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1009" toSubLevel="1011">{base + base / 100 * (4 + 0.4 * (subIndex - 8))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1012" toSubLevel="1012">{base + base / 100 * (5 + 0.1 * (subIndex - 11))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1013" toSubLevel="1013">{base + base / 100 * (5 + 0.5 * (subIndex - 12))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1014" toSubLevel="1014">{base + base / 100 * (5 + 0.9 * (subIndex - 13))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1015" toSubLevel="1015">{base + base / 100 * (6 + 0.2 * (subIndex - 14))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1016" toSubLevel="1016">{base + base / 100 * (6 + 0.6 * (subIndex - 15))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1017" toSubLevel="1017">{base + base / 100 * (7 * (subIndex - 16))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1018" toSubLevel="1018">{base + base / 100 * (7 + 0.4 * (subIndex - 17))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1019" toSubLevel="1019">{base + base / 100 * (7 + 0.7 * (subIndex - 18))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1020" toSubLevel="1020">{base + base / 100 * (8 + 0.1 * (subIndex - 19))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1021" toSubLevel="1021">{base + base / 100 * (8 + 0.5 * (subIndex - 20))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1022" toSubLevel="1022">{base + base / 100 * (8 + 0.8 * (subIndex - 21))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1023" toSubLevel="1023">{base + base / 100 * (9 + 0.2 * (subIndex - 22))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1024" toSubLevel="1024">{base + base / 100 * (9 + 0.6 * (subIndex - 23))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1025" toSubLevel="1025">{base + base / 100 * (10 * (subIndex - 24))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1026" toSubLevel="1026">{base + base / 100 * (10 + 0.3 * (subIndex - 25))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1027" toSubLevel="1027">{base + base / 100 * (10 + 0.7 * (subIndex - 26))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1028" toSubLevel="1028">{base + base / 100 * (11 + 0.1 * (subIndex - 27))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1029" toSubLevel="1029">{base + base / 100 * (11 + 0.4 * (subIndex - 28))}</value>
<value fromLevel="1" toLevel="4" fromSubLevel="1030" toSubLevel="1030">{base + base / 100 * (11 + 0.8 * (subIndex - 29))}</value>
</power> </power>
<debuffModifier>1.1</debuffModifier> <debuffModifier>1.1</debuffModifier>
</effect> </effect>
@ -1974,6 +2325,10 @@
<value level="1">0</value> <value level="1">0</value>
<value level="2">30</value> <value level="2">30</value>
</PULL> </PULL>
<ZONE>
<value level="1">0</value>
<value level="2">30</value>
</ZONE>
<HATE> <HATE>
<value level="1">0</value> <value level="1">0</value>
<value level="2">30</value> <value level="2">30</value>

View File

@ -3,9 +3,14 @@
<skill id="30500" toLevel="28" name="Lateral Hit"> <skill id="30500" toLevel="28" name="Lateral Hit">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Attacks target with 22 Power added to P. Atk., and decreases their P. Def. by 10% for 20 sec. 20% more damage if target is Stunned. Requires a fist weapon. --> <!-- Attacks target with 22 Power added to P. Atk., and decreases their P. Def. by 10% for 20 sec. 20% more damage if target is Stunned. Requires a fist weapon. -->
<icon>icon.skill30500</icon> <abnormalLvl>4</abnormalLvl>
<abnormalTime>20</abnormalTime> <abnormalTime>20</abnormalTime>
<abnormalType>PD_DOWN</abnormalType> <abnormalType>PD_DOWN</abnormalType>
<activateRate>
<value fromLevel="1" toLevel="28">80</value>
<value fromLevel="24" toLevel="28" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30500</icon>
<castRange>40</castRange> <castRange>40</castRange>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<effectPoint>-687</effectPoint> <effectPoint>-687</effectPoint>
@ -115,8 +120,12 @@
<value level="26">47996</value> <value level="26">47996</value>
<value level="27">49514</value> <value level="27">49514</value>
<value level="28">51032</value> <value level="28">51032</value>
<value fromLevel="24" toLevel="28" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<criticalChance>15</criticalChance> <!-- Unconfirmed --> <criticalChance>
<value fromLevel="1" toLevel="28">15</value>
<value fromLevel="24" toLevel="28" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
</criticalChance> <!-- Unconfirmed -->
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<damageModifier>1.2</damageModifier> <damageModifier>1.2</damageModifier>
<overHit>true</overHit> <overHit>true</overHit>
@ -239,10 +248,14 @@
<value level="25">71115</value> <value level="25">71115</value>
<value level="26">73365</value> <value level="26">73365</value>
<value level="27">75615</value> <value level="27">75615</value>
<value fromLevel="23" toLevel="27" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<pDefMod>0.7</pDefMod> <pDefMod>0.7</pDefMod>
<overHit>true</overHit> <overHit>true</overHit>
<criticalChance>15</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="27">15</value>
<value fromLevel="23" toLevel="27" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</criticalChance>
</effect> </effect>
</effects> </effects>
</skill> </skill>
@ -254,7 +267,10 @@
<abnormalTime>3</abnormalTime> <abnormalTime>3</abnormalTime>
<abnormalType>KNOCKDOWN</abnormalType> <abnormalType>KNOCKDOWN</abnormalType>
<abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect> <abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect>
<activateRate>100</activateRate> <activateRate>
<value fromLevel="1" toLevel="24">100</value>
<value fromLevel="20" toLevel="24" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<lvlBonusRate>20</lvlBonusRate> <lvlBonusRate>20</lvlBonusRate>
<castRange>40</castRange> <castRange>40</castRange>
<coolTime>500</coolTime> <coolTime>500</coolTime>
@ -333,6 +349,12 @@
<distance>50</distance> <distance>50</distance>
<knockDown>true</knockDown> <knockDown>true</knockDown>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="20" toLevel="24" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="20" toLevel="24" fromSubLevel="2001" toSubLevel="2030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30503" toLevel="11" name="Spinning Kick"> <skill id="30503" toLevel="11" name="Spinning Kick">
@ -396,9 +418,13 @@
<value level="9">88893</value> <value level="9">88893</value>
<value level="10">91705</value> <value level="10">91705</value>
<value level="11">94517</value> <value level="11">94517</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<ignoreShieldDefence>true</ignoreShieldDefence> <ignoreShieldDefence>true</ignoreShieldDefence>
<criticalChance>15</criticalChance> <!-- Unconfirmed --> <criticalChance>
<value fromLevel="1" toLevel="11">15</value>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
</effect> </effect>
</effects> </effects>
@ -478,9 +504,13 @@
<value level="14">88893</value> <value level="14">88893</value>
<value level="15">91705</value> <value level="15">91705</value>
<value level="16">94517</value> <value level="16">94517</value>
<value fromLevel="12" toLevel="16" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<pDefMod>0.5</pDefMod> <pDefMod>0.5</pDefMod>
<criticalChance>15</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="16">15</value>
<value fromLevel="12" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
</effect> </effect>
</effects> </effects>
@ -488,10 +518,13 @@
<skill id="30505" toLevel="10" name="Pressure Punch"> <skill id="30505" toLevel="10" name="Pressure Punch">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Attacks target with 17266 Power added to P. Atk, causing target to tumble toward you. Requires a fist weapon. --> <!-- Attacks target with 17266 Power added to P. Atk, causing target to tumble toward you. Requires a fist weapon. -->
<icon>icon.skill30505</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>1</abnormalTime> <abnormalTime>1</abnormalTime>
<activateRate>80</activateRate> <!-- Guessed --> <activateRate> <!-- Guessed -->
<value fromLevel="1" toLevel="10">80</value>
<value fromLevel="6" toLevel="10" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30505</icon>
<affectRange>200</affectRange> <affectRange>200</affectRange>
<affectLimit>10-10</affectLimit> <affectLimit>10-10</affectLimit>
<coolTime>500</coolTime> <coolTime>500</coolTime>
@ -549,6 +582,7 @@
<value level="8">39823</value> <value level="8">39823</value>
<value level="9">41083</value> <value level="9">41083</value>
<value level="10">42343</value> <value level="10">42343</value>
<value fromLevel="6" toLevel="10" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<criticalChance>15</criticalChance> <criticalChance>15</criticalChance>
</effect> </effect>
@ -557,16 +591,26 @@
<speed>333</speed> <speed>333</speed>
<animationSpeed>333</animationSpeed> <animationSpeed>333</animationSpeed>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="6" toLevel="10" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="6" toLevel="10" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30506" toLevel="14" name="Distant Kick"> <skill id="30506" toLevel="14" name="Distant Kick">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Attacks frontal target with 5164 Power added to P. Atk. and blows them away. Requires a fist weapon. --> <!-- Attacks frontal target with 5164 Power added to P. Atk. and blows them away. Requires a fist weapon. -->
<icon>icon.skill30506</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalType>STUN</abnormalType>
<abnormalTime>2</abnormalTime> <abnormalTime>2</abnormalTime>
<abnormalType>STUN</abnormalType>
<abnormalVisualEffect>KNOCKBACK</abnormalVisualEffect> <abnormalVisualEffect>KNOCKBACK</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="14">80</value>
<value fromLevel="10" toLevel="14" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30506</icon>
<affectRange>200</affectRange> <affectRange>200</affectRange>
<castRange>80</castRange> <castRange>80</castRange>
<coolTime>1000</coolTime> <coolTime>1000</coolTime>
@ -638,6 +682,7 @@
<value level="12">49769</value> <value level="12">49769</value>
<value level="13">51343</value> <value level="13">51343</value>
<value level="14">52917</value> <value level="14">52917</value>
<value fromLevel="10" toLevel="14" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<criticalChance>15</criticalChance> <!-- Unconfirmed --> <criticalChance>15</criticalChance> <!-- Unconfirmed -->
</effect> </effect>
@ -646,17 +691,26 @@
<distance>100</distance> <distance>100</distance>
<animationSpeed>0</animationSpeed> <animationSpeed>0</animationSpeed>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="10" toLevel="14" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="10" toLevel="14" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30507" toLevel="24" name="Left Sidestep"> <skill id="30507" toLevel="24" name="Left Sidestep">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Disables targeting and finds weakness to the enemy's left. Enemy is stunned for 5 sec. Requires a fist weapon. --> <!-- Disables targeting and finds weakness to the enemy's left. Enemy is stunned for 5 sec. Requires a fist weapon. -->
<icon>icon.skill30507</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalType>STUN</abnormalType> <abnormalType>STUN</abnormalType>
<abnormalVisualEffect>STUN</abnormalVisualEffect> <abnormalVisualEffect>STUN</abnormalVisualEffect>
<activateRate>80</activateRate> <!-- Unconfirmed --> <activateRate> <!-- Unconfirmed -->
<value fromLevel="1" toLevel="24">80</value>
<value fromLevel="20" toLevel="24" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30507</icon>
<effectPoint>-687</effectPoint> <effectPoint>-687</effectPoint>
<effectRange>900</effectRange> <!-- Unconfirmed --> <effectRange>900</effectRange> <!-- Unconfirmed -->
<operateType>DA4</operateType> <operateType>DA4</operateType>
@ -689,7 +743,10 @@
<value level="24">30</value> <value level="24">30</value>
</mpConsume> </mpConsume>
<nextAction>ATTACK</nextAction> <nextAction>ATTACK</nextAction>
<castRange>300</castRange> <castRange>
<value fromLevel="1" toLevel="24">300</value>
<value fromLevel="20" toLevel="24" fromSubLevel="1001" toSubLevel="1030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>100</hitTime> <hitTime>100</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>
<reuseDelay>7000</reuseDelay> <reuseDelay>7000</reuseDelay>
@ -712,9 +769,9 @@
<skill id="30508" toLevel="27" name="Right Sidestep"> <skill id="30508" toLevel="27" name="Right Sidestep">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Disables targeting and finds weakness to the enemy's right. Decreases enemy's resistance to Fist Weapons by 10%. Requires a fist weapon. --> <!-- Disables targeting and finds weakness to the enemy's right. Decreases enemy's resistance to Fist Weapons by 10%. Requires a fist weapon. -->
<icon>icon.skill30508</icon>
<abnormalTime>5</abnormalTime> <abnormalTime>5</abnormalTime>
<abnormalType>REAL_TARGET</abnormalType> <abnormalType>REAL_TARGET</abnormalType>
<icon>icon.skill30508</icon>
<effectPoint>-687</effectPoint> <effectPoint>-687</effectPoint>
<effectRange>900</effectRange> <!-- Unconfirmed --> <effectRange>900</effectRange> <!-- Unconfirmed -->
<operateType>DA5</operateType> <operateType>DA5</operateType>
@ -750,7 +807,10 @@
<value level="27">34</value> <value level="27">34</value>
</mpConsume> </mpConsume>
<nextAction>ATTACK</nextAction> <nextAction>ATTACK</nextAction>
<castRange>300</castRange> <castRange>
<value fromLevel="1" toLevel="27">300</value>
<value fromLevel="23" toLevel="27" fromSubLevel="1001" toSubLevel="1030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>100</hitTime> <hitTime>100</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>
<reuseDelay>7000</reuseDelay> <reuseDelay>7000</reuseDelay>
@ -772,6 +832,12 @@
<effect name="TargetCancel"> <effect name="TargetCancel">
<chance>90</chance> <chance>90</chance>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="23" toLevel="27" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="23" toLevel="27" fromSubLevel="2001" toSubLevel="2030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30509" toLevel="5" name="Back Step"> <skill id="30509" toLevel="5" name="Back Step">
@ -939,18 +1005,40 @@
</amount> </amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="PhysicalAttackSpeed" fromLevel="3" toLevel="5" fromSubLevel="1001" toSubLevel="1030">
<amount>
<value fromLevel="3" toLevel="5" fromSubLevel="1001" toSubLevel="1030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="PhysicalDefence" fromLevel="3" toLevel="5" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="3" toLevel="5" fromSubLevel="2001" toSubLevel="2030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence" fromLevel="3" toLevel="5" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="3" toLevel="5" fromSubLevel="3001" toSubLevel="3030">{0.6 + 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30512" toLevel="3" name="Distortion"> <skill id="30512" toLevel="3" name="Distortion">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- For 60 sec., distorts space to attack from behind. Requires a fist weapon. --> <!-- For 60 sec., distorts space to attack from behind. Requires a fist weapon. -->
<icon>icon.skill30512</icon>
<abnormalLvl> <abnormalLvl>
<value level="1">1</value> <value level="1">1</value>
<value level="2">2</value> <value level="2">2</value>
<value level="3">3</value> <value level="3">3</value>
</abnormalLvl> </abnormalLvl>
<abnormalTime>60</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="3">60</value>
<value fromLevel="2" toLevel="3" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="2" toLevel="3" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<icon>icon.skill30512</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -992,6 +1080,12 @@
</amount> </amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="DefenceCriticalDamage" fromLevel="2" toLevel="3" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="2" toLevel="3" fromSubLevel="2001" toSubLevel="2030">{-1 - ((subIndex - 1} * 0.5)}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30514" toLevel="3" name="Fluid Weave"> <skill id="30514" toLevel="3" name="Fluid Weave">
@ -1060,11 +1154,15 @@
<skill id="30515" toLevel="1" name="Spallation"> <skill id="30515" toLevel="1" name="Spallation">
<!-- Updated to Ertheia --> <!-- Updated to Ertheia -->
<!-- Creates a protective sphere that diffuses all ranged attacks and debuffs for 30 sec. Damaged if attacked within the sphere. Requires a fist weapon. --> <!-- Creates a protective sphere that diffuses all ranged attacks and debuffs for 30 sec. Damaged if attacked within the sphere. Requires a fist weapon. -->
<icon>icon.skill30515</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>30</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="1">30</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalType>NONE</abnormalType> <abnormalType>NONE</abnormalType>
<abnormalVisualEffect>SPACEREF</abnormalVisualEffect> <abnormalVisualEffect>SPACEREF</abnormalVisualEffect>
<icon>icon.skill30515</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -1084,17 +1182,25 @@
<effect name="SphericBarrier"> <effect name="SphericBarrier">
<amount>150</amount> <amount>150</amount>
</effect> </effect>
<effect name="Speed" fromLevel="1" toLevel="1" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="1" toLevel="1" fromSubLevel="2001" toSubLevel="2030">{2 * subIndex}</value>
</amount>
<mode>DIFF</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30516" toLevel="1" name="Gravity Barrier"> <skill id="30516" toLevel="1" name="Gravity Barrier">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Cancels all debuffs and becomes invincible against all debuffs and damage. --> <!-- Cancels all debuffs and becomes invincible against all debuffs and damage. -->
<icon>icon.skill30516</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>10</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="1">10</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1030">{base + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalType>INVINCIBILITY</abnormalType> <abnormalType>INVINCIBILITY</abnormalType>
<abnormalVisualEffect>INVINCIBILITY</abnormalVisualEffect> <abnormalVisualEffect>INVINCIBILITY</abnormalVisualEffect>
<canCastWhileDisabled>true</canCastWhileDisabled> <icon>icon.skill30516</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<removedOnAnyActionExceptMove>true</removedOnAnyActionExceptMove> <removedOnAnyActionExceptMove>true</removedOnAnyActionExceptMove>
<targetType>SELF</targetType> <targetType>SELF</targetType>
@ -1125,11 +1231,14 @@
<skill id="30517" toLevel="11" name="Heavy Hand"> <skill id="30517" toLevel="11" name="Heavy Hand">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Increases the effect of gravity on nearby enemies to slow them down and block them from teleporting. Requires a fist weapon. --> <!-- Increases the effect of gravity on nearby enemies to slow them down and block them from teleporting. Requires a fist weapon. -->
<icon>icon.skill30517</icon>
<abnormalLvl>1</abnormalLvl> <abnormalLvl>1</abnormalLvl>
<abnormalTime>10</abnormalTime> <abnormalTime>10</abnormalTime>
<abnormalType>BLOCK_ESCAPE</abnormalType> <abnormalType>BLOCK_ESCAPE</abnormalType>
<activateRate>80</activateRate> <!-- Guessed --> <activateRate>
<value fromLevel="7" toLevel="11">80</value> <!-- Guessed -->
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30517</icon>
<basicProperty>MAGIC</basicProperty> <!-- Guessed --> <basicProperty>MAGIC</basicProperty> <!-- Guessed -->
<affectRange>300</affectRange> <affectRange>300</affectRange>
<effectPoint>-379</effectPoint> <effectPoint>-379</effectPoint>
@ -1167,16 +1276,25 @@
<amount>-100</amount> <amount>-100</amount>
<mode>DIFF</mode> <mode>DIFF</mode>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">
<amount>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30518" toLevel="11" name="Reverse Weight"> <skill id="30518" toLevel="11" name="Reverse Weight">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Attacks nearby enemies with 19693 Power added to P. Atk. and knocks them down. Damage increases with the number of enemies affected. Requires a fist weapon. --> <!-- Attacks nearby enemies with 19693 Power added to P. Atk. and knocks them down. Damage increases with the number of enemies affected. Requires a fist weapon. -->
<icon>icon.skill30518</icon>
<abnormalTime>1</abnormalTime> <!-- Unconfirmed --> <abnormalTime>1</abnormalTime> <!-- Unconfirmed -->
<abnormalType>KNOCKDOWN</abnormalType> <abnormalType>KNOCKDOWN</abnormalType>
<abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect> <abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect>
<activateRate>80</activateRate> <!-- Guessed --> <activateRate>
<value fromLevel="7" toLevel="11">80</value> <!-- Guessed -->
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30518</icon>
<affectLimit>2-6</affectLimit> <affectLimit>2-6</affectLimit>
<basicProperty>PHYSICAL</basicProperty> <!-- Guessed --> <basicProperty>PHYSICAL</basicProperty> <!-- Guessed -->
<affectRange>300</affectRange> <!-- Unconfirmed --> <affectRange>300</affectRange> <!-- Unconfirmed -->
@ -1225,6 +1343,7 @@
<value level="9">49769</value> <value level="9">49769</value>
<value level="10">51343</value> <value level="10">51343</value>
<value level="11">52917</value> <value level="11">52917</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</power> </power>
<overHit>true</overHit> <overHit>true</overHit>
</effect> </effect>
@ -1233,18 +1352,40 @@
<distance>50</distance> <distance>50</distance>
<knockDown>true</knockDown> <knockDown>true</knockDown>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30519" toLevel="1" name="Warped Space"> <skill id="30519" toLevel="1" name="Warped Space">
<!-- AUTO GENERATED SKILL --> <!-- Updated to Underground -->
<!-- Creates a warped space where the enemy is trapped and their abilities are decreased. Requires a fist weapon. --> <!-- Creates a warped space where the enemy is trapped and their abilities are decreased. Requires a fist weapon. -->
<abnormalLvl>1</abnormalLvl>
<abnormalTime>10</abnormalTime>
<abnormalType>ROOT_PHYSICALLY</abnormalType>
<abnormalVisualEffect>ROOT</abnormalVisualEffect>
<activateRate>80</activateRate>
<basicProperty>MAGIC</basicProperty>
<icon>icon.skill30519</icon> <icon>icon.skill30519</icon>
<operateType>A1</operateType> <affectLimit>10-10</affectLimit>
<affectRange>150</affectRange>
<isDebuff>true</isDebuff>
<operateType>A2</operateType>
<magicLvl>98</magicLvl>
<mpConsume>772</mpConsume> <mpConsume>772</mpConsume>
<hitTime>2500</hitTime> <hitTime>2500</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<effectPoint>-707</effectPoint> <effectPoint>-707</effectPoint>
<reuseDelay>600000</reuseDelay> <reuseDelay>600000</reuseDelay>
<rideState>NONE</rideState>
<magicCriticalRate>5</magicCriticalRate>
<trait>HOLD</trait>
<targetType>SELF</targetType>
<affectScope>POINT_BLANK</affectScope>
<affectObject>NOT_FRIEND</affectObject>
<conditions> <conditions>
<condition name="EquipWeapon"> <condition name="EquipWeapon">
<weaponType> <weaponType>
@ -1253,18 +1394,28 @@
</condition> </condition>
</conditions> </conditions>
<effects> <effects>
<effect name="SummonNpc"> <effect name="Root" />
<npcId>13432</npcId> <!-- Gravity Core --> <effect name="DefenceTrait">
<npcCount>1</npcCount> <HOLD>100</HOLD>
</effect> </effect>
</effects> </effects>
</skill> </skill>
<skill id="30520" toLevel="3" name="Steel Mind"> <skill id="30520" toLevel="3" name="Steel Mind">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- For 30 sec., HP stays at 1. Speed + 50, P. Atk. + 15%, P. Critical Damage + 10%, Skill Critical Damage + 10%, and Knock Back / Knock Down / Pull / Aerial Yoke / Aggression Resistance + 90. Normal attacks have normal damage x 5. When duration ends, 30% of HP is restored. Requires a fist weapon. --> <!-- For 30 sec., HP stays at 1. Speed + 50, P. Atk. + 15%, P. Critical Damage + 10%, Skill Critical Damage + 10%, and Knock Back / Knock Down / Pull / Aerial Yoke / Aggression Resistance + 90. Normal attacks have normal damage x 5. When duration ends, 30% of HP is restored. Requires a fist weapon. -->
<icon>icon.skill30520</icon> <abnormalLvl>
<abnormalTime>30</abnormalTime> <value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
</abnormalLvl>
<abnormalTime>
<value fromLevel="1" toLevel="3">30</value>
<value fromLevel="1" toLevel="3" fromSubLevel="1001" toSubLevel="1010">{base + subIndex}</value>
<value fromLevel="1" toLevel="3" fromSubLevel="1011" toSubLevel="1030">{base + 10 + 0.5 * subIndex}</value>
</abnormalTime>
<abnormalVisualEffect>PMENTAL_TRAIL</abnormalVisualEffect> <abnormalVisualEffect>PMENTAL_TRAIL</abnormalVisualEffect>
<abnormalType>STEEL_MIND</abnormalType>
<icon>icon.skill30520</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -1297,6 +1448,7 @@
<KNOCKDOWN>90</KNOCKDOWN> <KNOCKDOWN>90</KNOCKDOWN>
<KNOCKBACK>90</KNOCKBACK> <KNOCKBACK>90</KNOCKBACK>
<PULL>90</PULL> <PULL>90</PULL>
<ZONE>90</ZONE>
<AIRBIND>90</AIRBIND> <AIRBIND>90</AIRBIND>
<AGGRESSION>90</AGGRESSION> <AGGRESSION>90</AGGRESSION>
</effect> </effect>
@ -1482,9 +1634,13 @@
<skill id="30530" toLevel="15" name="Crushing Air"> <skill id="30530" toLevel="15" name="Crushing Air">
<!-- Updated to IO --> <!-- Updated to IO -->
<!-- Crushes the air to decrease target's battle strength. Requires a fist weapon. --> <!-- Crushes the air to decrease target's battle strength. Requires a fist weapon. -->
<icon>icon.skill30530</icon>
<abnormalTime>10</abnormalTime> <!-- Unconfirmed --> <abnormalTime>10</abnormalTime> <!-- Unconfirmed -->
<abnormalVisualEffect>GRAVITY_SPACE_3</abnormalVisualEffect> <abnormalVisualEffect>GRAVITY_SPACE_3</abnormalVisualEffect>
<activateRate>
<value fromLevel="1" toLevel="15">80</value>
<value fromLevel="11" toLevel="15" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</activateRate>
<icon>icon.skill30530</icon>
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>ENEMY</targetType> <targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -1505,7 +1661,10 @@
<value level="14">38</value> <value level="14">38</value>
<value level="15">38</value> <value level="15">38</value>
</mpConsume> </mpConsume>
<castRange>600</castRange> <castRange>
<value fromLevel="1" toLevel="15">600</value>
<value fromLevel="11" toLevel="15" fromSubLevel="2001" toSubLevel="2030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>1000</hitTime> <hitTime>1000</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<reuseDelay>30000</reuseDelay> <reuseDelay>30000</reuseDelay>
@ -1524,13 +1683,26 @@
<amount>-30</amount> <amount>-30</amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="BlockEscape" />
<effect name="PhysicalDefence" fromLevel="11" toLevel="15" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="11" toLevel="15" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30532" toLevel="3" name="Inside Position"> <skill id="30532" toLevel="3" name="Inside Position">
<!-- Updated to HELIOS --> <!-- Updated to IO -->
<!-- Increases P. Critical Rate by 10. --> <!-- Increases P. Critical Rate by 10. -->
<abnormalLvl>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
</abnormalLvl>
<abnormalType>INSIDE_POSITION</abnormalType>
<abnormalTime>10</abnormalTime> <!-- Unconfirmed -->
<icon>icon.skill30510</icon> <icon>icon.skill30510</icon>
<abnormalTime>15</abnormalTime> <!-- Buff maintained period increased to 15 seconds -->
<operateType>A2</operateType> <operateType>A2</operateType>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@ -1538,14 +1710,6 @@
<effectPoint>2</effectPoint> <effectPoint>2</effectPoint>
<isMagic>4</isMagic> <isMagic>4</isMagic>
<effects> <effects>
<effect name="SkillCriticalDamage" fromLevel="3" toLevel="3">
<amount>20</amount>
<mode>PER</mode>
</effect>
<effect name="CriticalDamage" fromLevel="3" toLevel="3">
<amount>20</amount>
<mode>PER</mode>
</effect>
<effect name="CriticalRate"> <effect name="CriticalRate">
<amount> <amount>
<value level="1">10</value> <value level="1">10</value>
@ -1562,6 +1726,14 @@
</amount> </amount>
<mode>PER</mode> <mode>PER</mode>
</effect> </effect>
<effect name="CriticalDamage" fromLevel="3" toLevel="3">
<amount>20</amount>
<mode>PER</mode>
</effect>
<effect name="SkillCriticalDamage" fromLevel="3" toLevel="3">
<amount>20</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30540" toLevel="17" name="Eminent Fist Weapon Mastery"> <skill id="30540" toLevel="17" name="Eminent Fist Weapon Mastery">
@ -2123,6 +2295,10 @@
<value level="1">0</value> <value level="1">0</value>
<value level="2">30</value> <value level="2">30</value>
</PULL> </PULL>
<ZONE>
<value level="1">0</value>
<value level="2">30</value>
</ZONE>
<KNOCKBACK> <KNOCKBACK>
<value level="1">0</value> <value level="1">0</value>
<value level="2">30</value> <value level="2">30</value>
@ -2158,14 +2334,16 @@
</effects> </effects>
</skill> </skill>
<skill id="30546" toLevel="11" name="Flying Knee Kick"> <skill id="30546" toLevel="11" name="Flying Knee Kick">
<!-- AUTO GENERATED SKILL -->
<!-- Lands a knee kick on the target. Target is knocked down for 3 seconds. Fist weapon must be equipped. --> <!-- Lands a knee kick on the target. Target is knocked down for 3 seconds. Fist weapon must be equipped. -->
<icon>icon.skill30546</icon>
<abnormalTime>3</abnormalTime> <abnormalTime>3</abnormalTime>
<abnormalType>KNOCKDOWN</abnormalType> <abnormalType>KNOCKDOWN</abnormalType>
<abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect> <abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect>
<activateRate>80</activateRate> <!-- Guessed --> <activateRate>
<value fromLevel="1" toLevel="11">80</value>
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</activateRate> <!-- Guessed -->
<basicProperty>PHYSICAL</basicProperty> <!-- Guessed --> <basicProperty>PHYSICAL</basicProperty> <!-- Guessed -->
<icon>icon.skill30546</icon>
<nextAction>ATTACK</nextAction> <nextAction>ATTACK</nextAction>
<operateType>DA2</operateType> <operateType>DA2</operateType>
<trait>KNOCKDOWN</trait> <trait>KNOCKDOWN</trait>
@ -2197,7 +2375,10 @@
<value level="10">33</value> <value level="10">33</value>
<value level="11">34</value> <value level="11">34</value>
</mpConsume> </mpConsume>
<castRange>300</castRange> <castRange>
<value fromLevel="1" toLevel="11">300</value>
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + 10 * subIndex}</value>
</castRange>
<hitTime>100</hitTime> <hitTime>100</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>
<reuseDelay>7000</reuseDelay> <reuseDelay>7000</reuseDelay>
@ -2219,6 +2400,12 @@
<distance>50</distance> <distance>50</distance>
<knockDown>true</knockDown> <knockDown>true</knockDown>
</effect> </effect>
<effect name="PhysicalDefence" fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">
<amount>
<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{-0.6 - 0.4 * subIndex}</value>
</amount>
<mode>PER</mode>
</effect>
</effects> </effects>
</skill> </skill>
<skill id="30547" toLevel="4" name="Stamp Punch"> <skill id="30547" toLevel="4" name="Stamp Punch">
@ -2260,6 +2447,10 @@
<value level="4">102392</value> <value level="4">102392</value>
</power> </power>
<pDefMod>0.5</pDefMod> <pDefMod>0.5</pDefMod>
<criticalChance>
<value fromLevel="1" toLevel="4">15</value> <!-- Guessed -->
<value fromLevel="1" toLevel="4" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
</criticalChance>
</effect> </effect>
</effects> </effects>
</skill> </skill>

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@ -22,11 +22,14 @@
<mpConsume>1</mpConsume> <mpConsume>1</mpConsume>
<abnormalType>STEALTH</abnormalType> <abnormalType>STEALTH</abnormalType>
<abnormalVisualEffect>STEALTH</abnormalVisualEffect> <abnormalVisualEffect>STEALTH</abnormalVisualEffect>
<rideState>NONE</rideState>
<magicCriticalRate>5</magicCriticalRate>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
<effects> <effects>
<effect name="SilentMove"> <effect name="ChameleonRest">
<chance>100</chance> <power>2</power>
<ticks>5</ticks>
</effect> </effect>
</effects> </effects>
</skill> </skill>

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@ -510,7 +510,9 @@ public enum AbnormalType
MAX(284), MAX(284),
AIRBIND(365), AIRBIND(365),
KNOCKDOWN(367), KNOCKDOWN(367),
EARTHWORM_DEBUFF(424); EARTHWORM_DEBUFF(424),
INSIDE_POSITION(593),
STEEL_MIND(596);
private int _clientId; private int _clientId;

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@ -74,7 +74,9 @@ public enum TraitType
DEPORT(50, 3), DEPORT(50, 3),
CHANGEBODY(51, 3), CHANGEBODY(51, 3),
TWOHANDCROSSBOW(52, 1), TWOHANDCROSSBOW(52, 1),
NONE(53, 0); ZONE(53, 3),
PSYCHIC(54, 3),
NONE(55, 0);
private final int _id; private final int _id;
private final int _type; // 1 = weapon, 2 = weakness, 3 = resistance private final int _type; // 1 = weapon, 2 = weakness, 3 = resistance

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@ -1428,6 +1428,8 @@
<PARALYZE>100</PARALYZE> <PARALYZE>100</PARALYZE>
<CHANGEBODY>100</CHANGEBODY> <CHANGEBODY>100</CHANGEBODY>
<KNOCKDOWN>100</KNOCKDOWN> <KNOCKDOWN>100</KNOCKDOWN>
<ZONE>100</ZONE>
<PSYCHIC>100</PSYCHIC>
</effect> </effect>
</effects> </effects>
</skill> </skill>

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@ -27,11 +27,14 @@
<mpConsume>1</mpConsume> <mpConsume>1</mpConsume>
<abnormalType>STEALTH</abnormalType> <abnormalType>STEALTH</abnormalType>
<abnormalVisualEffect>STEALTH</abnormalVisualEffect> <abnormalVisualEffect>STEALTH</abnormalVisualEffect>
<rideState>NONE</rideState>
<magicCriticalRate>5</magicCriticalRate>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
<effects> <effects>
<effect name="SilentMove"> <effect name="ChameleonRest">
<chance>100</chance> <power>2</power>
<ticks>5</ticks>
</effect> </effect>
</effects> </effects>
</skill> </skill>

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@ -510,7 +510,9 @@ public enum AbnormalType
MAX(284), MAX(284),
AIRBIND(365), AIRBIND(365),
KNOCKDOWN(367), KNOCKDOWN(367),
EARTHWORM_DEBUFF(424); EARTHWORM_DEBUFF(424),
INSIDE_POSITION(593),
STEEL_MIND(596);
private int _clientId; private int _clientId;

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@ -74,7 +74,9 @@ public enum TraitType
DEPORT(50, 3), DEPORT(50, 3),
CHANGEBODY(51, 3), CHANGEBODY(51, 3),
TWOHANDCROSSBOW(52, 1), TWOHANDCROSSBOW(52, 1),
NONE(53, 0); ZONE(53, 3),
PSYCHIC(54, 3),
NONE(55, 0);
private final int _id; private final int _id;
private final int _type; // 1 = weapon, 2 = weakness, 3 = resistance private final int _type; // 1 = weapon, 2 = weakness, 3 = resistance