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DrFetus

7th Dragon 2020-II Hacker Skill Data

Apr 24th, 2020 (edited)
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  1. Changes from 2020
  2. =================
  3. New skills
  4. ----------
  5. Firebrand (Tier 1 skill)
  6. Icebrand (Tier 2 skill)
  7. TROY: Fire (Tier 2 skill)
  8. TROY: Ice (Tier 2 skill)
  9. Luck Booster (Tier 3 skill)
  10. TROY: Cure (Tier 4 skill)
  11. Heavenjack 2021 (Super EX skill)
  12.  
  13. Changed skills
  14. --------------
  15. Innate Ability
  16. -Ragweed Ammo can now inflict Hack Weakness upon successfully inflicting an ailment.
  17.  
  18. Regenerator
  19. -The Hacker now knows the level 1 version upon recruitment.
  20. -Rescaled healing from 7%/9%/10%/12%/15% to 4%/7%/10%/13%/16% of maximum Life.
  21. -Bug introduced: Healing went from restoring a percentage of maximum Life to healing a set amount.
  22. --As a result of this bug, this skill only heals 4/7/10/13/16 Life instead.
  23.  
  24. Nanomachine 119
  25. -Now has a priority level of 5, forcing it to activate at the end of the turn.
  26.  
  27. Hack
  28. -Now flagged as a ranged attack instead of a melee attack.
  29.  
  30. Feedback
  31. -No longer pierces immunities on Hacked targets. (Resistances are still bypassed.)
  32. -Infliction rate on non-Hacked targets decreased from 95% to 35% at all levels.
  33. -Now flagged as a ranged attack instead of a melee attack.
  34.  
  35. Hack All
  36. -Now flagged as a ranged attack instead of a melee attack.
  37.  
  38. noiztank.exe
  39. -Decreased tier from 3 to 2.
  40.  
  41. Quick Hack
  42. -Activation rate reduced from 35% to 25%.
  43. -Now flagged as a ranged attack instead of a melee attack.
  44.  
  45. Shutdown
  46. -No longer pierces immunities on Hacked targets. (Resistances are still bypassed.)
  47. -Now flagged as a ranged attack instead of a melee attack.
  48.  
  49. gg.bat
  50. -Accuracy of incoming attacks is set to 100%.
  51. -No longer grants the party 100% evasion. Instead reduces all damage taken to 0. (Debuffs and other secondary effects on attacks still won't apply.) This means that using this skill will not automatically grant the Idol a fever increase, nor trigger Miss React.
  52. -Now dispels all ailments on the party on cast.
  53. -SP cost decreased from 9500 to 9000.
  54.  
  55. Innate Ability
  56. ==============
  57. When anyone in the party strikes an enemy's weakness, deals a critical hit to them (with anything that isn't Rush Shot), or inflicts any ailment that is not D-Depth from an ATK-based skill or basic attack, that enemy will be inflicted with the Hack Weakness debuff for 3 turns, making Hacking 1.5x more likely. Once the enemy is Hacked, the Hack Weakness buff will be dispelled.
  58.  
  59. Warning: Buffs and debuffs in general from 2020 onwards cannot be extended or refreshed. Attempting to recast the skill will do nothing. You must wait until the modifier wears off entirely before you can place a new one. You also cannot stack multiple buffs of the same type. Doing so will cause the latest version of that buff to miss their targets.
  60.  
  61. Tier 1 Skills
  62. =============
  63. LIFE Bonus
  64. Type: Passive
  65.  
  66. Increases max Life.
  67.  
  68. Lv1: 1.1x Life multiplier. Costs 150 SP.
  69. Lv2: 1.15x Life multiplier. Costs 550 SP.
  70. Lv3: 1.2x Life multiplier. Costs 1500 SP.
  71. Lv4: 1.25x Life multiplier. Costs 3000 SP.
  72. Lv5: 1.3x Life multiplier. Costs 5500 SP.
  73.  
  74. Attack Booster
  75. Type: Active
  76.  
  77. Places a buff on the entire party that increases their ATK-based damage output and directly adds 5 to their ATK stat for 4 turns.
  78.  
  79. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  80.  
  81. NOTE: The multiplier is applied after the direct stat increase. The direct stat increase is coded as a unique effect and stacks with other attack buffs, even one is already on the party.
  82.  
  83. Lv1: Multiplies ATK damage dealt by 1.1x. Costs 100 SP.
  84. Lv2: Multiplies ATK damage dealt by 1.13x. Costs 350 SP.
  85. Lv3: Multiplies ATK damage dealt by 1.15x. Costs 750 SP.
  86. Lv4: Multiplies ATK damage dealt by 1.17x. Costs 1500 SP.
  87. Lv5: Multiplies ATK damage dealt by 1.2x. Costs 2500 SP.
  88. Lv6: Multiplies ATK damage dealt by 1.22x. Costs 3500 SP.
  89. Lv7: Multiplies ATK damage dealt by 1.24x. Costs 5500 SP.
  90. Lv8: Multiplies ATK damage dealt by 1.26x. Costs 7000 SP.
  91. Lv9: Multiplies ATK damage dealt by 1.28x. Costs 8500 SP.
  92. Lv10: Multiplies ATK damage dealt by 1.3x. Costs 9500 SP.
  93.  
  94. Defense Booster
  95. Type: Active
  96.  
  97. Places a buff on the entire party that decreases the amount of damage they take from ATK-based attacks and directly adds 3 to their DEF stat for 4 turns. At level 10, affects MAT-based attacks as well and directly adds 3 to their MDF stat.
  98.  
  99. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  100.  
  101. NOTE: The multiplier is applied after the direct stat increase. The direct stat increase is coded as a unique effect and stacks with other defense buffs, even one is already on the party.
  102.  
  103. Lv1: Multiplies ATK damage taken by 0.95x. Initial skill.
  104. Lv2: Multiplies ATK damage taken by 0.93x. Costs 100 SP.
  105. Lv3: Multiplies ATK damage taken by 0.91x. Costs 300 SP.
  106. Lv4: Multiplies ATK damage taken by 0.89x. Costs 700 SP.
  107. Lv5: Multiplies ATK damage taken by 0.87x. Costs 1500 SP.
  108. Lv6: Multiplies ATK damage taken by 0.85x. Costs 2500 SP.
  109. Lv7: Multiplies ATK damage taken by 0.83x. Costs 4500 SP.
  110. Lv8: Multiplies ATK damage taken by 0.81x. Costs 5500 SP.
  111. Lv9: Multiplies ATK damage taken by 0.8x. Costs 7500 SP.
  112. Lv10: Multiplies ATK damage taken by 0.8x. Multiplies MAT damage taken by 0.85x. Costs 9500 SP.
  113.  
  114. Regenerator
  115. Type: Active
  116.  
  117. Places a buff on the entire party that restores the party's Life at the end of the turn for a certain number of turns.
  118.  
  119. Costs 5 Mana at all levels. Has a speed multiplier of 1 at all levels.
  120.  
  121. BUG: Supposed to heal for a percentage of maximum Life, but heals for a set amount instead due to coding changes.
  122.  
  123. Lv1: Restores 4 Life. Lasts 4 turns. Initial skill.
  124. Lv2: Restores 7 Life. Lasts 4 turns. Costs 800 SP.
  125. Lv3: Restores 10 Life. Lasts 5 turns. Costs 1900 SP.
  126. Lv4: Restores 13 Life. Lasts 5 turns. Costs 3500 SP.
  127. Lv5: Restores 16 Life. Lasts 6 turns. Costs 6000 SP.
  128.  
  129. Airsoft Training
  130. Type: Passive
  131.  
  132. The Hacker has a 12% chance to heal all party members at the end of the turn.
  133.  
  134. Has a speed multiplier of 0 at all levels.
  135.  
  136. NOTE: Healing is equal to Base Heal + MAT * 0.1.
  137.  
  138. Lv1: 10 Base heal. Costs 200 SP.
  139. Lv2: 20 Base heal. Costs 800 SP.
  140. Lv3: 30 Base heal. Costs 2500 SP.
  141. Lv4: 40 Base heal. Costs 5000 SP.
  142. Lv5: 50 Base heal. Costs 7000 SP.
  143.  
  144. Firebrand
  145. Type: Active
  146.  
  147. Dispels Freeze on the entire party and places a buff on them that converts the damage type of their basic attacks to fire for 5 turns.
  148.  
  149. Costs 3 Mana. Has a speed multiplier of 1.3. Costs 500 SP.
  150.  
  151. NOTE: Can get overwritten by Icebrand.
  152.  
  153. Tier 2 Skills
  154. =============
  155. MANA Bonus
  156. Type: Passive
  157.  
  158. Increases max Mana.
  159.  
  160. Lv1: 1.1x Mana multiplier. Costs 300 SP.
  161. Lv2: 1.15x Mana multiplier. Costs 750 SP.
  162. Lv3: 1.2x Mana multiplier. Costs 2000 SP.
  163. Lv4: 1.25x Mana multiplier. Costs 4000 SP.
  164. Lv5: 1.3x Mana multiplier. Costs 6000 SP.
  165.  
  166. Nanomachine 119
  167. Type: Active
  168.  
  169. When cast, all dead party members at the time this skill was cast will be revived with full Life at the end of the turn.
  170.  
  171. Has a priority level of 5 at all levels.
  172.  
  173. NOTE: Does not affect the Hacker themselves due to how this skill works. The resurrection takes place after the extra turn phase ends. However, because this only takes place at the end of the turn, if the entire party is dead at any point before the effect activates, you will get a game over. Any party members that die after this skill was cast will not be resurrected.
  174.  
  175. Lv1: Costs 10 Mana. Has a speed multiplier of 1.2. Costs 300 SP.
  176. Lv2: Costs 8 Mana. Has a speed multiplier of 1.2. Costs 550 SP.
  177. Lv3: Costs 6 Mana. Has a speed multiplier of 1. Costs 1500 SP.
  178. Lv4: Costs 4 Mana. Has a speed multiplier of 1. Costs 2000 SP.
  179. Lv5: Costs 2 Mana. Has a speed multiplier of 1. Costs 2500 SP.
  180.  
  181. Trash Pickup
  182. Type: Active
  183.  
  184. Places a buff on the entire party that causes them to recover from ailments faster for a certain number of turns.
  185.  
  186. Costs 0 Mana at all levels. Has a speed multiplier of 1 at all levels.
  187.  
  188. NOTE: Can cause ailments to wear off on the turn they were applied. Since ailments only wear off at the very end of the turn, this skill cannot be used to avoid things such as poison damage. The duration cut is directly applied to any existing ailment durations on cast, and on any ailments that get applied to the party afterwards. Even if this skill wears off prematurely, any ailments that were on the party while Trash Pickup was active will still have their durations shortened.
  189.  
  190. Lv1: Shortens ailment duration by 2 turns. Lasts for 4 turns. Costs 300 SP.
  191. Lv2: Shortens ailment duration by 2 turns. Lasts for 5 turns. Costs 750 SP.
  192. Lv3: Shortens ailment duration by 3 turns. Lasts for 5 turns. Costs 1800 SP.
  193. Lv4: Shortens ailment duration by 3 turns. Lasts for 6 turns. Costs 3500 SP.
  194. Lv5: Shortens ailment duration by 4 turns. Lasts for 6 turns. Costs 7000 SP.
  195.  
  196. Hack
  197. Type: Active
  198.  
  199. Attempts to inflict Hack (Allows the Hacker to use other skills on the enemy and has a chance to stop them from acting) on one enemy for 2 turns.
  200.  
  201. Costs 0 Mana at all levels. Has a speed multiplier of 1 at all levels.
  202.  
  203. Lv1: 55% infliction rate. 10% chance to not act. Costs 300 SP.
  204. Lv2: 60% infliction rate. 11% chance to not act. Costs 1000 SP.
  205. Lv3: 65% infliction rate. 12% chance to not act. Costs 2500 SP.
  206. Lv4: 70% infliction rate. 13% chance to not act. Costs 4500 SP.
  207. Lv5: 80% infliction rate. 15% chance to not act. Costs 8000 SP.
  208.  
  209. luvshock.exe
  210. Type: Active
  211.  
  212. Forces the selected enemy to attack a different random enemy. If there is only 1 enemy in the battle, the enemy will attack itself. Can only be used on Hacked targets.
  213.  
  214. Costs 4 Mana at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1 at all levels. Has a priority level of 3 at all levels.
  215.  
  216. NOTE:
  217. -Can be cast on sleeping enemies to have them attack others or themselves. If the enemy attacks a sleeping target, the target will wake up. However if the sleeping target is the luvshock.exe victim themselves, then the target will not wake up from the attack.
  218. -If the enemy is capable of attacking twice in a turn, both of its actions will be spent attacking its own side, even if they are asleep.
  219. -The effects of this skill carry over into the enemy's extra turn phase if it was triggered.
  220. -This skill only overwrites the enemy AI with commands to attack other enemies or itself. As such, if the enemy only has 1 action queued up in a turn despite being capable of attacking twice otherwise, only 1 attack will come out. Likewise, using this skill during a preemptive attack or an extra turn phase does absolutely nothing unless the enemy has a react skill active in the latter case.
  221. -The forced attack is flagged as ranged ATK-based non-elemental damage, and is run through the damage formula normally.
  222. -Self attacks cannot deal critical hits, but attacks on other enemies can. These critical hits can inflict Hack Weakness.
  223.  
  224. Lv1: Enemy deals 3x damage. Costs 200 SP.
  225. Lv2: Enemy deals 4x damage. Costs 5000 SP.
  226. Lv3: Enemy deals 5x damage. Costs 1200 SP.
  227. Lv4: Enemy deals 6x damage. Costs 2500 SP.
  228. Lv5: Enemy deals 7.5x damage. Costs 5000 SP.
  229.  
  230. noiztank.exe
  231. Type: Active
  232.  
  233. Deals ranged MAT-based non-elemental damage to one enemy, and restores the party's Mana based on how much damage was dealt. Can only be used on Hacked targets.
  234.  
  235. Costs 4 Mana at all levels. Fills up 15% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.5 at all levels. Has a priority level of 3 at all levels.
  236.  
  237. Lv1: 1x damage. 10% of damage dealt as Mana restore. Costs 1500 SP.
  238. Lv2: 1.1x damage. 11% of damage dealt as Mana restore. Costs 2000 SP.
  239. Lv3: 1.2x damage. 12% of damage dealt as Mana restore. Costs 3000 SP.
  240. Lv4: 1.3x damage. 13% of damage dealt as Mana restore. Costs 4000 SP.
  241. Lv5: 1.5x damage. 15% of damage dealt as Mana restore. Costs 5000 SP.
  242.  
  243. poisnjam.exe
  244. Type: Active
  245.  
  246. Deals ranged MAT-based non-elemental damage to one enemy, and lowers all of their attacking and defensive stats for a certain number of turns. Can only be used on Hacked targets.
  247.  
  248. Costs 8 Mana at all levels. Fills up 15% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.5 at all levels. Has a priority level of 3 at all levels.
  249.  
  250. NOTE: The All Down debuff is classified as a unique effect, meaning it stacks with other stat debuffs.
  251.  
  252. Lv1: 2x damage. Multiplies ATK and MAT damage dealt by 0.9x. Multiplies ATK and MAT damage taken by 1.1x. Lasts for 3 turns. Costs 650 SP.
  253. Lv2: 2.5x damage. Multiplies ATK and MAT damage dealt by 0.86x. Multiplies ATK and MAT damage taken by 1.14x. Lasts for 3 turns. Costs 1500 SP.
  254. Lv3: 3x damage. Multiplies ATK and MAT damage dealt by 0.86x. Multiplies ATK and MAT damage taken by 1.14x. Lasts for 4 turns. Costs 3500 SP.
  255. Lv4: 3.5x damage. Multiplies ATK and MAT damage dealt by 0.83x. Multiplies ATK and MAT damage taken by 1.17x. Lasts for 4 turns. Costs 6500 SP.
  256. Lv5: 4x damage. Multiplies ATK and MAT damage dealt by 0.8x. Multiplies ATK and MAT damage taken by 1.2x. Lasts for 4 turns. Costs 9500 SP.
  257.  
  258. Feedback
  259. Type: Active
  260.  
  261. Has a 35% chance to inflict Curse on all enemies for a certain number of turns. Infliction rate is 100% against Hacked targets and pierces resistances but not immunities.
  262.  
  263. Costs 2 Mana at all levels. Has a speed multiplier of 1.2 at all levels.
  264.  
  265. NOTE: Cursed enemies under the effects of luvshock.exe will still suffer from backlash damage, even if they attack themselves.
  266.  
  267. Lv1: 0.5x backlash damage. Lasts for 4 turns. Costs 200 SP.
  268. Lv2: 0.65x backlash damage. Lasts for 4 turns. Costs 550 SP.
  269. Lv3: 0.8x backlash damage. Lasts for 4 turns. Costs 1100 SP.
  270. Lv4: 0.95x backlash damage. Lasts for 4 turns. Costs 2500 SP.
  271. Lv5: 1.1x backlash damage. Lasts for 5 turns. Costs 5000 SP.
  272.  
  273. TROY: Fire
  274. Type: Active
  275.  
  276. Places a debuff on one enemy that lasts for 3 turns. The debuff will deal a fixed amount of damage to the enemy whenever they get hit with a fire attack. The attacks from TROY: Fire have a chance to cause Burn for 5 turns. Also induces Hack Weakness if that debuff is not already on the target. If EX is used on this skill, the damage of TROY: Fire is multiplied by 1.3x.
  277.  
  278. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  279.  
  280. NOTE: TROY: Fire's damage is typeless and cannot miss. The damage has 0 to 4 points added on.
  281.  
  282. Lv1: 30 damage. 10% infliction rate. 21 Burn damage. Multiplies damage dealt by 0.55x. Multiplies damage taken by 1.05x. Costs 300 SP.
  283. Lv2: 45 damage. 12% infliction rate. 31 Burn damage. Multiplies damage dealt by 0.60x. Multiplies damage taken by 1.05x. Costs 1200 SP.
  284. Lv3: 60 damage. 14% infliction rate. 41 Burn damage. Multiplies damage dealt by 0.65x. Multiplies damage taken by 1.05x. Costs 2000 SP.
  285. Lv4: 80 damage. 16% infliction rate. 51 Burn damage. Multiplies damage dealt by 0.70x. Multiplies damage taken by 1.05x. Costs 4000 SP.
  286. Lv5: 100 damage. 18% infliction rate. 61 Burn damage. Multiplies damage dealt by 0.75x. Multiplies damage taken by 1.05x. Costs 5500 SP.
  287.  
  288. TROY: Ice
  289. Type: Active
  290.  
  291. Places a debuff on one enemy that lasts for 3 turns. The debuff will deal a fixed amount of damage to the enemy whenever they get hit with an ice attack. The attacks from TROY: Ice have a chance to cause Freeze for 5 turns. Also induces Hack Weakness if that debuff is not already on the target. If EX is used on this skill, the damage of TROY: Ice is multiplied by 1.3x.
  292.  
  293. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  294.  
  295. NOTE: TROY: Ice's damage is typeless and cannot miss. The damage has 0 to 4 points added on.
  296.  
  297. Lv1: 30 damage. 12% infliction rate. 21 Freeze damage. Multiplies SPD by 0.12x. Costs 400 SP.
  298. Lv2: 45 damage. 14% infliction rate. 31 Freeze damage. Multiplies SPD by 0.14x. Costs 1400 SP.
  299. Lv3: 60 damage. 16% infliction rate. 41 Freeze damage. Multiplies SPD by 0.16x. Costs 2300 SP.
  300. Lv4: 80 damage. 18% infliction rate. 51 Freeze damage. Multiplies SPD by 0.18x. Costs 4400 SP.
  301. Lv5: 100 damage. 20% infliction rate. 61 Freeze damage. Multiplies SPD by 0.2x. Costs 6000 SP.
  302.  
  303. Icebrand
  304. Type: Active
  305.  
  306. Dispels Burn on the entire party and places a buff on them that converts the damage type of their basic attacks to ice for 5 turns.
  307.  
  308. Costs 3 Mana. Has a speed multiplier of 1.3. Costs 600 SP.
  309.  
  310. NOTE: Can get overwritten by Firebrand.
  311.  
  312. Tier 3 Skills
  313. =============
  314. Firewall
  315. Type: Active
  316.  
  317. Places a buff on the entire party that reduces fire damage for a certain number of turns.
  318.  
  319. Costs 3 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  320.  
  321. NOTE: The way this buff works is subtracting the number from the party's fire damage multiplier. It stacks additively with any fire resist debuffs.
  322.  
  323. Lv1: Reduces damage by 30%. Lasts for 5 turns. Costs 600 SP.
  324. Lv2: Reduces damage by 35%. Lasts for 5 turns. Costs 900 SP.
  325. Lv3: Reduces damage by 40%. Lasts for 6 turns. Costs 1500 SP.
  326. Lv4: Reduces damage by 45%. Lasts for 6 turns. Costs 3000 SP.
  327. Lv5: Reduces damage by 50%. Lasts for 7 turns. Costs 6500 SP.
  328.  
  329. Icebreaker
  330. Type: Active
  331.  
  332. Places a buff on the entire party that reduces ice damage for a certain number of turns.
  333.  
  334. Costs 3 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  335.  
  336. NOTE: The way this buff works is subtracting the number from the party's ice damage multiplier. It stacks additively with any ice resist debuffs.
  337.  
  338. Lv1: Reduces damage by 30%. Lasts for 5 turns. Costs 600 SP.
  339. Lv2: Reduces damage by 35%. Lasts for 5 turns. Costs 900 SP.
  340. Lv3: Reduces damage by 40%. Lasts for 6 turns. Costs 1500 SP.
  341. Lv4: Reduces damage by 45%. Lasts for 6 turns. Costs 3000 SP.
  342. Lv5: Reduces damage by 50%. Lasts for 7 turns. Costs 6500 SP.
  343.  
  344. A-Skill Caller
  345. Type: Active
  346.  
  347. Places a buff on the entire party that increases the chances of AUTO skills activating for a certain number of turns.
  348.  
  349. Costs 10 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  350.  
  351. Lv1: +23% activation rate. Lasts for 5 turns. Costs 1500 SP.
  352. Lv2: +28% activation rate. Lasts for 6 turns. Costs 2000 SP.
  353. Lv3: +33% activation rate. Lasts for 7 turns. Costs 3000 SP.
  354. Lv4: +43% activation rate. Lasts for 8 turns. Costs 5000 SP.
  355. Lv5: +53% activation rate. Lasts for 9 turns. Costs 7500 SP.
  356.  
  357. Hack All
  358. Type: Active
  359.  
  360. Attempts to inflict Hack on all enemies for 2 turns. Has a 40% infliction rate, and hacked enemies have a 10% chance to not act.
  361.  
  362. Costs 2 Mana. Has a speed multiplier of 1. Has a priority level of 2. Costs 2000 SP.
  363.  
  364. Hacking React
  365. Type: Active
  366.  
  367. Places a buff on the Hacker for 6 turns. While the buff is active, if the Hacker successfully Hacks into an enemy, the Hacker will have a 100% chance to gain an extra turn.
  368.  
  369. Costs 0 Mana. Has a speed multiplier of 1. Costs 1500 SP.
  370.  
  371. NOTE: All react skills can only activate up to 3 times at most in a given turn.
  372.  
  373. Quick Hack
  374. Type: Passive
  375.  
  376. The Hacker has a 25% chance to attempt to inflict Hack on a random enemy at the start of the battle.
  377.  
  378. Has a speed multiplier of 1 at all levels.
  379.  
  380. Lv1: 75% infliction rate. 10% chance to not act. Costs 1000 SP.
  381. Lv2: 80% infliction rate. 11% chance to not act. Costs 1500 SP.
  382. Lv3: 85% infliction rate. 12% chance to not act. Costs 2000 SP.
  383. Lv4: 90% infliction rate. 13% chance to not act. Costs 2500 SP.
  384. Lv5: 100% infliction rate. 15% chance to not act. Costs 5000 SP.
  385.  
  386. Luck Booster
  387. Type: Active
  388.  
  389. Places buffs on the party that rigs the Idol's Order Action skills to lessen the chances of basic attacks and lower tiered skills from activating, and provides an additional +10% evasion to the party for 4 turns.
  390.  
  391. Costs 2 Mana. Has a speed multiplier of 1. Has a priority level of 2. Costs 700 SP.
  392.  
  393. NOTE: The Order Action buff only needs to be on the Idol to rig their success rates. The Order Action buff has no effect on other classes. Has no effect on Rush Groove, Big Rush Groove, Super Mellow Time, or Tokyo Arena Plus.
  394.  
  395. Tier 4 Skills
  396. =============
  397. Buffer Overrun
  398. Type: Active
  399.  
  400. Places a debuff on all enemies that increases the likelihood of ailments being inflicted for a certain number of turns. The effect is greater if the enemies are Hacked.
  401.  
  402. Costs 12 Mana at all levels. Has a speed multiplier of 1 at all levels.
  403.  
  404. NOTE: The level of effect is decided at the time of the infliction. Hacking an enemy or Hack wearing off on enemies with this debuff will change the effects of the debuff accordingly. Stacks fully with the Samurai's Payback or the Destroyer's Crippling Kicks debuff, as those two skills and Buffer Overrun are classified as two different effects despite sharing the same debuff icon.
  405.  
  406. Lv1: Multiplies ailment success rate by 1.1x. 1.2x on Hacked targets. Lasts for 3 turns. Costs 2500 SP.
  407. Lv2: Multiplies ailment success rate by 1.15x. 1.3x on Hacked targets. Lasts for 3 turns. Costs 3000 SP.
  408. Lv3: Multiplies ailment success rate by 1.15x. 1.3x on Hacked targets. Lasts for 4 turns. Costs 4500 SP.
  409. Lv4: Multiplies ailment success rate by 1.2x. 1.4x on Hacked targets. Lasts for 4 turns. Costs 5000 SP.
  410. Lv5: Multiplies ailment success rate by 1.25x. 1.45x on Hacked targets. Lasts for 4 turns. Costs 6500 SP.
  411.  
  412. Shutdown
  413. Type: Active
  414.  
  415. Attempts to inflict Sleep on all enemies for 2 turns. Infliction rate is 100% against Hacked targets and pierces resistances but not immunities.
  416.  
  417. Costs 15 Mana at all levels. Has a speed multiplier of 1 at all levels.
  418.  
  419. Lv1: 55% infliction rate. Costs 3000 SP.
  420. Lv2: 60% infliction rate. Costs 3500 SP.
  421. Lv3: 65% infliction rate. Costs 4000 SP.
  422. Lv4: 70% infliction rate. Costs 4500 SP.
  423. Lv5: 80% infliction rate. Costs 5000 SP.
  424.  
  425. Reactor Cheer
  426. Type: Passive
  427.  
  428. Whenever a party member activates a react skill, the Hacker has a 15% chance to restore their Life and Mana.
  429.  
  430. Has a speed multiplier of 1 at all levels.
  431.  
  432. NOTE: Healing is equal to Base Heal + MAT * 0.1. Mana restore is completely fixed. Can affect the Hacker themselves. Can activate multiple times in the same turn.
  433.  
  434. Lv1: 15 Base heal. Restores 5 Mana. Costs 2000 SP.
  435. Lv2: 20 Base heal. Restores 7 Mana. Costs 2500 SP.
  436. Lv3: 25 Base heal. Restores 10 Mana. Costs 3000 SP.
  437. Lv4: 30 Base heal. Restores 12 Mana. Costs 3500 SP.
  438. Lv5: 40 Base heal. Restores 15 Mana. Costs 4000 SP.
  439.  
  440. TROY: Cure
  441. Type: Active
  442.  
  443. Places a buff on one party member that lasts for 5 turns. Whenever that party member gets healed, this skill will provide its own additional fixed healing immediately afterwards.
  444.  
  445. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  446.  
  447. NOTE: Does not trigger on any of the Hacker's healing skills. Does not trigger on regeneration buffs. Does not trigger on Mana restoration. The heal is completely fixed and is not affected by MAT.
  448.  
  449. BUG: Using EX on this skill was intended to double the healing amount. However due to an error in coding, it multiplies the healing amount by a different value instead. This results in EX lowering the healing amount at levels 1 and 2, and having no effect at level 3, while not increasing the heal as much as intended at levels 4 and 5.
  450.  
  451. Lv1: Heals for 30 Life. Heals for 18 Life instead if EX is used. Costs 1000 SP.
  452. Lv2: Heals for 40 Life. Heals for 32 Life instead if EX is used. Costs 1500 SP.
  453. Lv3: Heals for 50 Life with or without EX. Costs 2000 SP.
  454. Lv4: Heals for 60 Life. Heals for 72 Life instead if EX is used. Costs 2500 SP.
  455. Lv5: Heals for 70 Life. Heals for 98 Life instead if EX is used. Costs 3000 SP.
  456.  
  457. EX Skill: gg.bat
  458. ================
  459. Dispels all ailments on the party, and grants them complete invincibility for this turn.
  460.  
  461. Costs 30 Mana. Has a speed multiplier of 1. Costs 9000 SP.
  462.  
  463. NOTE: Evasion from non-Destroyer counters are disabled while this skill is activated. Secondary effects from attacks will not apply. This skill also is only active for currently alive party members. Party members that are revived during the turn this skill is active will not benefit from this skill.
  464.  
  465. Super EX Skill: Heavenjack 2021
  466. ===============================
  467. Hits all enemies with melee MAT-based aerial damage, and has a 120% (Actually 240% due to the boost from EX) chance to inflict Hack for 2 turns. Hacked enemies have a 30% chance to not act. Has a damage multiplier of 7x. (Actually 10.5x due to the boost from EX.)
  468.  
  469. Costs 40 Mana. Has a speed multiplier of 1. Cannot miss. Costs 9900 SP.
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