Post by Valerie on Mar 3, 2015 3:09:30 GMT
Main Class: Swashbuckler
Main Class Claims:
Fighting Monsters by Moonlight! [Closed/Mentor]: 606 + 295 + 364 + 348 + 334 + 452 + 687 + 316 + 575 + 566 = (4543*1.25) = 5678.75
[Event] Stratford Coconia Lunar Festival: (303*1.5) + (291 *1.5) + (344*1.5) + (367*1.5) + (388*1.5) + (304*1.5) = 2995.5
[Event] Londinium Coconia Lunar Festival: (591*1.5) = 886.5
Meeting another Swashbuckler [Closed]: 717 + 426 + 422 + 470 + 354 + 425 + 557 + 600 = 3971
Marshland Training [Closed]: 571 + 318 = 889
[MENTOR/CLOSED] CHRISTMAS WAS SO LAST SEASON?: 810 = (810*1.25) = 1012.5
AYKROYD'S GOT NOTHING ON US [Mentor/Invite]: 567 + 361 = (928*1.25) = 1160
Total: 5678.75 + 2995.5 + 886.5 + 3971 + 889 + 1012.5 + 1160 = 16593.25
After Coconia Bonus:
Fighting Monsters by Moonlight! [Closed/Mentor]: (550*1.1) + (736*1.1) + (420*1.1) + (619*1.1) + (700*1.1) + (819*1.1) + (813*1.1) + (1234*1.1) = (7317.2*1.25) = 9146.5
(Only Valerie) Meeting another Swashbuckler [Closed]: (439*1.1) + (493*1.1) = 1025.2
(Steel and Val) Meeting another Swashbuckler [Closed]: (505*1.2) + (279*1.2) + (511*1.2) + (1037*1.2) = 2798.4
WARPED MIRROR [VALERIE/CLOSED]: (711*1.1) + (620*1.1) + (542*1.1) + (328*1.1) + (608*1.1) + (1208*1.1) + (519*1.1) = 4989.6
DOES BOAR REALLY TASTE THAT GOOD? [CLOSED W/ VALERIE]: (720*1.1) + (465*1.1) = 1303.5
[MENTOR/CLOSED] CHRISTMAS WAS SO LAST SEASON?: (234*1.2) + (385*1.2) + (313*1.2) + (449*1.2) + (758*1.2) = (2566.8*1.25) = 3208.5
Total: 9146.5 + 1025.2 + 2798.4 + 4989.6 + 1303.5 +3208.5 = 23290.1
Total Word Count: 16593.25 + 23290.1 = 38018.575
Main Class AP Claimed: 38018.575 /250 =152.0743 152
Craft Subclass: Blacksmith
Craft Subclass Claims:
Equipping A Dancer [Crafting/Solo]: 872 + 375 + 1242 + 1005 + 1083 + 1300 = 5877
Total Word Count: 5877
Craft Class AP Claimed: 4577/250 =23.508 23
RP Subclass: Dancer
RP Subclass Claims:
(Coconut fruit)
Fighting Monsters by Moonlight! [Closed/Mentor]: (761*1.1) = (837.1*1.25) = 1046
WARPED MIRROR [VALERIE/CLOSED]: (744*1.1) = 818.4
Total Word Count: 1655.5
RP Class AP Claimed: 1655.5/250 =6.622 6
Total Claim:
Link to Previous Claim: N/A
Pre-Claim AP: 0
Main Class: - 0
Craft Subclass: - 0
RP Subclass: - 0
Post-Claim AP: 181
Main Class: - 152
Craft Subclass: - 23
RP Subclass: - 6
Final Levels:
Main Class Level: - 40
Craft Subclass Level: - 12
RP Subclass Level: - 4
Requested Skill(s):
Swashbuckler:
Discard
Fencer Style
House Advantage
Trigger Jackpot
Pocket Aces
Adventurer Skills:
Equipment Mastery: Unarmed Combat
Fall Defence
Fireball Pitch
Heal
Hearing Aptitude
Parry
Splitting Fang
Dancer: N/A
Blacksmith:
Speed forge
Main Class Claims:
Fighting Monsters by Moonlight! [Closed/Mentor]: 606 + 295 + 364 + 348 + 334 + 452 + 687 + 316 + 575 + 566 = (4543*1.25) = 5678.75
[Event] Stratford Coconia Lunar Festival: (303*1.5) + (291 *1.5) + (344*1.5) + (367*1.5) + (388*1.5) + (304*1.5) = 2995.5
[Event] Londinium Coconia Lunar Festival: (591*1.5) = 886.5
Meeting another Swashbuckler [Closed]: 717 + 426 + 422 + 470 + 354 + 425 + 557 + 600 = 3971
Marshland Training [Closed]: 571 + 318 = 889
[MENTOR/CLOSED] CHRISTMAS WAS SO LAST SEASON?: 810 = (810*1.25) = 1012.5
AYKROYD'S GOT NOTHING ON US [Mentor/Invite]: 567 + 361 = (928*1.25) = 1160
Total: 5678.75 + 2995.5 + 886.5 + 3971 + 889 + 1012.5 + 1160 = 16593.25
After Coconia Bonus:
Fighting Monsters by Moonlight! [Closed/Mentor]: (550*1.1) + (736*1.1) + (420*1.1) + (619*1.1) + (700*1.1) + (819*1.1) + (813*1.1) + (1234*1.1) = (7317.2*1.25) = 9146.5
(Only Valerie) Meeting another Swashbuckler [Closed]: (439*1.1) + (493*1.1) = 1025.2
(Steel and Val) Meeting another Swashbuckler [Closed]: (505*1.2) + (279*1.2) + (511*1.2) + (1037*1.2) = 2798.4
WARPED MIRROR [VALERIE/CLOSED]: (711*1.1) + (620*1.1) + (542*1.1) + (328*1.1) + (608*1.1) + (1208*1.1) + (519*1.1) = 4989.6
DOES BOAR REALLY TASTE THAT GOOD? [CLOSED W/ VALERIE]: (720*1.1) + (465*1.1) = 1303.5
[MENTOR/CLOSED] CHRISTMAS WAS SO LAST SEASON?: (234*1.2) + (385*1.2) + (313*1.2) + (449*1.2) + (758*1.2) = (2566.8*1.25) = 3208.5
Total: 9146.5 + 1025.2 + 2798.4 + 4989.6 + 1303.5 +3208.5 = 23290.1
Total Word Count: 16593.25 + 23290.1 = 38018.575
Main Class AP Claimed: 38018.575 /250 =
Craft Subclass: Blacksmith
Craft Subclass Claims:
Equipping A Dancer [Crafting/Solo]: 872 + 375 + 1242 + 1005 + 1083 + 1300 = 5877
Total Word Count: 5877
Craft Class AP Claimed: 4577/250 =
RP Subclass: Dancer
RP Subclass Claims:
(Coconut fruit)
Fighting Monsters by Moonlight! [Closed/Mentor]: (761*1.1) = (837.1*1.25) = 1046
WARPED MIRROR [VALERIE/CLOSED]: (744*1.1) = 818.4
Total Word Count: 1655.5
RP Class AP Claimed: 1655.5/250 =
Total Claim:
Link to Previous Claim: N/A
Pre-Claim AP: 0
Main Class: - 0
Craft Subclass: - 0
RP Subclass: - 0
Post-Claim AP: 181
Main Class: - 152
Craft Subclass: - 23
RP Subclass: - 6
Final Levels:
Main Class Level: - 40
Craft Subclass Level: - 12
RP Subclass Level: - 4
Requested Skill(s):
Swashbuckler:
Discard
Discard
Tier I Skill
A technique designed to reduce aggro for the swashbuckler. As soon as the opponent draws near, the swashbuckler performs a somersault over the target's head, then uses the blunt end of the blade to spin the opponent sideways. This sudden disorientation disrupts a monster's thought process, often resulting in its battle AI resetting. This skill has an animation time of 1.5 seconds and a cooldown of 15 seconds.
Fencer Style
Fencer Style
Tier I Skill
A passive skill that activates when the swashbuckler is only equipping a single one-handed weapon and nothing in their off hand, increasing the attack damage of their one-handed weapon. Dual wielding has its merits in granting the swashbuckler with an opportunity to apply two different effects to the opponent upon a successful hit, while fighting with the Fencing Style sacrifices this versatility for a greater form of fighting stability.
House Advantage
House Advantage
Tier II Skill
One should know that even if the odds are stacked, it is not a good idea to gang up on a Swashbuckler. The Swashbuckler delivers three consecutive thrusts forward toward all enemies within a 2 meter range. This skill's animation adjusts itself to compensate for the amount of enemies targeted, so three thrusts that would otherwise be dealt on a single target would have the same animation time as fifteen thrusts that would target 5 enemies. Understandably, this means that if multiple enemies are targeted by this attack, each enemy will have a shorter time period from which they can defend against this attack. This skill has an animation time of 1.5 seconds and a cooldown time of 12 seconds.
Trigger Jackpot
Trigger Jackpot
Tier II Skill
One of the Swashbuckler's special skills that does not require direct melee contact with the opponent. Trigger Jackpot can be used to place a marker somewhere upon the opponent's body that appears as a small card-shaped target overlaid over the body. Only a maximum of five markers can be placed on a target at any one time. The effect of striking the target at this point is identical to Opening Gambit's effect. However, this skill really starts to show its true colors once five markers have been placed upon the target. When this skill is activated and the target already has five markers on their body, all five markers will spontaneously flash and explode to deal a moderate amount of damage to the opponent. These markers are removed from the target after activation. Because of the flashy animation of this skill, many Swashbucklers refer to the use of this skill as "bombing" the opponent. This skill can only be activated when the opponent is clearly with the Swashbuckler's line of sight and within 10 meters. This skill has a casting time of 2 seconds and a cooldown time of 3 seconds if used to place a marker on the opponent, but a cooldown time of 90 seconds after it has been used to detonate markers
Pocket Aces
Pocket Aces
Tier II Skill
A support magic skill that causes the user's weapon(s) to glow a faint blue color as they become semi-transparent. It has a cooldown of 1 minute. For the next 30 seconds, the Swashbuckler's equipped weapons are able to phase through characters in their party. One such implication of this skill is that the Swashbuckler can stab right through an ally to strike at an enemy, all without dealing any harm to their teammate. Naturally, this skill also unlocks a wide flexibility for the Swashbuckler's attacking style, as one can perform multiple intricate chaining combos without worrying about one's own body to get in the way.
Adventurer Skills:
Equipment Mastery: Unarmed Combat
Equipment Mastery: Unarmed Combat
Tier I Skill
A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.
Fall Defence
Fall Defense
Tier I Skill
A toggle skill that is acquired by the character's natural reflexes and physical coordination. By knowing the most effective ways to recover from a fall while sustaining as little damage as possible, these characters take 20% less damage from fall damage occurring from falls at heights of 3 meters or higher. This reduction changes to 30% when the character reaches Level 30, 40% at Level 60, and 50% at Level 90.
Fireball Pitch
Fireball Pitch
Tier I Skill
A quick and easy fire-based magic spell, summoning a small fireball in the palm of one's hand. It is warm to the touch when handled by the caster but burningly volatile when thrown. A successful direct hit inflicts light fire damage to the target. Unlike other spells, it is manually thrown at targets rather than automatically flying toward them. This comes with a number of benefits and disadvantages. Obviously, this skill requires accurate aim and dexterity. On the other hand, it provides for customized control and timing and its projectile speed is increased when thrown with high velocity. Due to the aesthetics and nature of this skill, Adventurers often throw these fireballs as if they were baseballs. Rumor has it that such a baseball tournament was started in the North American server as a peacekeeping event. This skill has a casting time of 2 second and a cooldown of 5 seconds. The cooldown is increased to 10 seconds if used by a non-mage class.
Heal
Heal
Tier I Skill
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
Hearing Aptitude
Hearing Aptitude
Tier I Skill
A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.
Parry
Parry
Tier I Skill
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
Splitting Fang
Splitting Fang
Tier I Skill
A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
Sword Rain FlurrySword Rain Flurry
Tier I Skill
The user pierces the target in rapid succession, usually amounting to an initial five stabs plus an additional one every 20 levels. Sword Rain Flurry is an adapted version of the Swashbuckler's Dart-Tack Target, only performed with the intention of damaging the target rather than simply diverting its attention. Despite its name, this skill can be performed with any weapon type although thrusting-type weapons often perform most optimally. Each strike deals a moderate amount of damage, but the main downside is that the user is locked into this animation until the move is completed. This skill has a total animation time of 3 seconds. Its cooldown time is 10 seconds.
Dancer: N/A
Blacksmith:
Speed forge
Level 11 Skill
Speed Forge: The blacksmith's role in an active situation usually demands that their teammates' equipment is kept up to shape. A broken weapon cannot hurt much, while broken armor will only spell trouble against a difficult foe. It is in this time that blacksmiths will prioritize speed over quality. By taking makeshift materials around them, be it metal fragments, ore, or even rocks, they quickly melt it down and fix up equipment for the time being. Proper repairs will have to be performed following the battle in order to prevent impurities from weakening the equipment's quality. Defense debuff effects are halved when this skill is used on a target.