Difference between revisions of "Magnum Break"

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| time = None
 
| time = None
 
| delay = 2 seconds
 
| delay = 2 seconds
| duration =
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| duration = 10 seconds
 
| target = Self
 
| target = Self
| range = Melee
+
| range =  
 
| area = 5x5
 
| area = 5x5
| knock = 2 cells
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| knock = 2
 
| element = Fire
 
| element = Fire
 
| status =
 
| status =
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}}
 
}}
 
== Description ==
 
== Description ==
Magnum Break requires 30 SP at all levels as well as an insignificant portion of HP to use. It is an instant fire-property [[AoE]] skill, dealing damage in a 5x5 cell area around the caster, and pushing enemies back 2 cells. It adds [[ATK]] as well as accuracy. This skill is also a self buff, adding 20% damage after it is cast to all attacks in [[Fire]] property for ten seconds.  
+
'''Magnum Break''' is a 1st class offensive skill available as [[Swordman]] and [[Super Novice]]. It instantly deals damage to all enemies in a 5x5 cell area around the caster and pushes them back 2 cells. The skill has additional accuracy added to it, which makes it easier to hit high [[FLEE]] targets with this skill. Additionally, the skill also applies a self-buff for 10 seconds, which adds 20% damage, that is [[Fire]] element, to all the caster's physical attacks.
  
 
{| class="wikitable"
 
{| class="wikitable"
!Level || [[ATK]] || HP Cost || Accuracy Bonus
+
!Skill Level || [[ATK]] ratio || HP cost || Accuracy increase
 
|-  
 
|-  
|1 || 120% || 20 || 110%   
+
!1
 +
|120% || 20 || 10%   
 
|-
 
|-
|2 || 140% || 20 || 120%   
+
!2
 +
|140% || 20 || 20%   
 
|-
 
|-
|3 || 160% || 19 || 130%   
+
!3
 +
|160% || 19 || 30%   
 
|-
 
|-
|4 || 180% || 19 || 140%   
+
!4
 +
|180% || 19 || 40%   
 
|-
 
|-
|5 || 200% || 18 || 150%   
+
!5
 +
|200% || 18 || 50%   
 
|-
 
|-
|6 || 220% || 18 || 160%  
+
!6
 +
|220% || 18 || 60%  
 
|-  
 
|-  
|7 || 240% || 17 || 170%   
+
!7
 +
|240% || 17 || 70%   
 
|-
 
|-
|8 || 260% || 17 || 180%   
+
!8
 +
|260% || 17 || 80%   
 
|-
 
|-
|9 || 280% || 16 || 190%   
+
!9
 +
|280% || 16 || 90%   
 
|-
 
|-
|10 || 300% || 16 || 200%   
+
!10
 +
|300% || 16 || 100%   
 
|}
 
|}
  
== Information ==
+
=== Applications ===
*It is a common misconception that Magnum Break endows weapons with the Fire property during its ten second after-use buff. Magnum Break in actuality adds damage: an additional 20% damage that is of Fire property is gained on top of all normal attacks for ten seconds.
+
PvM
*Magnum Break level 3 can be obtained by equipping an accessory slotted with a {{item|id=4084 Marine Sphere Card}}.
 
*Status effects from cards and weapons can be transfered through Magnum Break.
 
*There is no push-back during [[WoE]].
 
*The added damage in [[Fire]] element ignores defense. It is also calculated into every hit of Magnum Break (at level 10, Magnum Break will do (250% + (20% x 250%)) = 300% damage, but 1/6th of that damage will be of Fire property and bypass defense).
 
*The Cast Delay is affected by [[Magic Strings]].
 
  
== Strategies ==
+
*The 10 second Magnum Break buff can be used to slowly kill away [[Ghost]] 2, 3, or 4 property monsters when one forgets an elemental weapon (only the [[Fire]] buff - 20% damage - will be dealt per hit; the normal property aspect of the attack will do 0 damage and miss).
=== PvM ===
+
*Few Swordsmen use this skill as an [[AoE]] levelling tool, such as how [[Bowling Bash]], [[Brandish Spear]], or [[Grand Cross]] are used. This skill is not recommended for the purpose of clearing out mobs of monsters.
  
*Other classes without an AoE used to be able to level with Magnum Break accessories, however this is no longer effective.
+
PvP
*The 10 second Magnum Break buff can be used to slowly kill away ghost 2, 3, or 4 property monsters when one forgets an elemental weapon (only the [[Fire]] buff - 20% damage - will be dealt per hit; the normal property aspect of the attack will do 0 damage and miss).
 
*Few Swordsmen use this skill as an [[AoE]] levelling tool, such as how [[Bowling Bash]], [[Brandish Spear]], or [[Grand Cross]] are used. This skill is not recommended for the purpose of clearing out mobs of monsters.
 
=== PvP ===
 
  
 
*Magnum Break is useful for pushing players out of [[Pneuma]], as it position bugs them, unlike Bowling Bash or Brandish Spear, making it difficult for them to re-[[Pneuma]]. This is helpful for aiding long-range party members, or following up with an attack such as [[Spiral Pierce]] or [[Acid Demonstration]].  
 
*Magnum Break is useful for pushing players out of [[Pneuma]], as it position bugs them, unlike Bowling Bash or Brandish Spear, making it difficult for them to re-[[Pneuma]]. This is helpful for aiding long-range party members, or following up with an attack such as [[Spiral Pierce]] or [[Acid Demonstration]].  
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*Because statuses from cards or weapons can be transferred through Magnum Break, this skill can be a means of inflicting many players at once with statuses. While [[Brandish Spear]] has more range and thereby can inflict more people with statuses in precast lines, Mail Breakers and Sword Breakers can be used with Magnum Break. Although, [[Bowling Bash]] can also have more range when its "bowling" effect works.  
 
*Because statuses from cards or weapons can be transferred through Magnum Break, this skill can be a means of inflicting many players at once with statuses. While [[Brandish Spear]] has more range and thereby can inflict more people with statuses in precast lines, Mail Breakers and Sword Breakers can be used with Magnum Break. Although, [[Bowling Bash]] can also have more range when its "bowling" effect works.  
 
*Many [[Priest]]s or other classes also use Magnum Break in either [[PvP]] or [[WoE]] to inflict statuses, such as with a Wrench.
 
*Many [[Priest]]s or other classes also use Magnum Break in either [[PvP]] or [[WoE]] to inflict statuses, such as with a Wrench.
 +
 +
== Notes ==
 +
*It is a common misconception that Magnum Break endows weapons with the Fire property during its ten second after-use buff. Magnum Break in actuality adds damage: an additional 20% damage that is of Fire property is gained on top of all normal attacks for ten seconds.
 +
*Magnum Break level 3 can be obtained by equipping an accessory slotted with a {{item|id=4084 Marine Sphere Card}}.
 +
*Status effects from cards and weapons can be transferred through Magnum Break.
 +
*There is no push-back in [[WoE]].
 +
*The added damage in [[Fire]] element ignores [[DEF]]. It is also calculated into every hit of Magnum Break (at level 10, Magnum Break will do (250% + (20% x 250%)) = 300% damage, but 1/6th of that damage will be of Fire property and bypass [[DEF]]).
  
 
{{Navbox Swordman}}
 
{{Navbox Swordman}}
 
{{Navbox SuperNovice}}
 
{{Navbox SuperNovice}}

Latest revision as of 21:03, 18 June 2024


Magnum Break.png Magnum Break
Magnum Break Info.gif
Type: Offensive Skill
Levels: 10 (Fixed)
SP Cost: 30
HP Cost: 20~16
Cast Time: None
Cast Delay: 2 seconds
Duration: 10 seconds
Target: Self
Knock Back: 2 cells
Area of Effect: 5x5
Property: Fire
Prerequisites
(Swordman & Super Novice) Bash Lv. 5

Description

Magnum Break is a 1st class offensive skill available as Swordman and Super Novice. It instantly deals damage to all enemies in a 5x5 cell area around the caster and pushes them back 2 cells. The skill has additional accuracy added to it, which makes it easier to hit high FLEE targets with this skill. Additionally, the skill also applies a self-buff for 10 seconds, which adds 20% damage, that is Fire element, to all the caster's physical attacks.

Skill Level ATK ratio HP cost Accuracy increase
1 120% 20 10%
2 140% 20 20%
3 160% 19 30%
4 180% 19 40%
5 200% 18 50%
6 220% 18 60%
7 240% 17 70%
8 260% 17 80%
9 280% 16 90%
10 300% 16 100%

Applications

PvM

  • The 10 second Magnum Break buff can be used to slowly kill away Ghost 2, 3, or 4 property monsters when one forgets an elemental weapon (only the Fire buff - 20% damage - will be dealt per hit; the normal property aspect of the attack will do 0 damage and miss).
  • Few Swordsmen use this skill as an AoE levelling tool, such as how Bowling Bash, Brandish Spear, or Grand Cross are used. This skill is not recommended for the purpose of clearing out mobs of monsters.

PvP

  • Magnum Break is useful for pushing players out of Pneuma, as it position bugs them, unlike Bowling Bash or Brandish Spear, making it difficult for them to re-Pneuma. This is helpful for aiding long-range party members, or following up with an attack such as Spiral Pierce or Acid Demonstration.
  • The Magnum Break buff is NOT an effective tool for bypassing Ghostring carded armor if your weapon is of Neutral element: it will add very little damage. Aspersio, scrolls, endows, Enchant Poison, or Cursed Water are far better methods.
  • Because statuses from cards or weapons can be transferred through Magnum Break, this skill can be a means of inflicting many players at once with statuses. While Brandish Spear has more range and thereby can inflict more people with statuses in precast lines, Mail Breakers and Sword Breakers can be used with Magnum Break. Although, Bowling Bash can also have more range when its "bowling" effect works.
  • Many Priests or other classes also use Magnum Break in either PvP or WoE to inflict statuses, such as with a Wrench.

Notes

  • It is a common misconception that Magnum Break endows weapons with the Fire property during its ten second after-use buff. Magnum Break in actuality adds damage: an additional 20% damage that is of Fire property is gained on top of all normal attacks for ten seconds.
  • Magnum Break level 3 can be obtained by equipping an accessory slotted with a Marine Sphere Card.
  • Status effects from cards and weapons can be transferred through Magnum Break.
  • There is no push-back in WoE.
  • The added damage in Fire element ignores DEF. It is also calculated into every hit of Magnum Break (at level 10, Magnum Break will do (250% + (20% x 250%)) = 300% damage, but 1/6th of that damage will be of Fire property and bypass DEF).
Swordman
Skills Bash • Berserk • Endure • Fatal Blow • HP Recovery While Moving • Increase HP Recovery • Magnum Break • Provoke • Sword Mastery • Two-Handed Sword Mastery
Quests Swordman Job Change Guide • Swordman Skill Quest • Swordman Training Quest
Weapons One Handed Sword • Spear • Two Handed Sword
Super Novice
Skills Acolyte Angelus • Aqua Benedicta • Blessing • Cure • Decrease AGI • Demon Bane • Divine Protection • Heal • Increase AGI • Pneuma • Ruwach • Signum Crusis • Teleport • Warp Portal
Archer Improve Concentration • Owl's Eye • Vulture's Eye
Mage Cold Bolt • Fire Ball • Fire Bolt • Fire Wall • Frost Diver • Increase SP Recovery • Lightning Bolt • Napalm Beat • Safety Wall • Sight • Soul Strike • Stone Curse • Thunderstorm
Merchant Discount • Enlarge Weight Limit • Item Appraisal • Mammonite • Overcharge • Pushcart • Vending
Swordman Bash • Endure • Increase HP Recovery • Magnum Break • Provoke • Sword Mastery
Thief Detoxify • Envenom • Hiding • Improve Dodge • Steal
Quests Super Novice Job Change Guide
Weapons Dagger • Rod • One Handed Sword