Advertisement
DiscKZee

[Wakfu] 16th Class Info (from Beta)

Oct 18th, 2014
1,046
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.47 KB | None | 0 0
  1. 16th Class: WIP ('!breedLongDesc18!')
  2. =======================================
  3.  
  4. [Updated 1st November, 2014]
  5.  
  6. The WIP class currently are Bellaphones. Possible indication of either being an Eliatrope-esque class (unlikely due to lore) or may possibly be a Dimensional Voyager, like Pandora, when the class is finished. Model has recently been changed to look like a Bellaphone-esque Feca, and portrait has Bellaphone art.
  7.  
  8. ***Information may change at any time. This class is heavily beta, and could even be removed.***
  9.  
  10. Changes
  11. ---------
  12. -From 1st Nov, 2014:
  13. *Models are now Fecas but with a Bellaphone pallete. Bellaphone portrait added to character screen. Highly likely to be just a placeholder. (Reference: http://imgur.com/wDNghY3)
  14. *Removed all references to Eliatropes in the spells, and renamed most spells. (i.e. Portal is now 'Trampoline', and Wakfu Aura is 'Wind Aura')
  15. *Burst removed, replaced with 'Pieter, Pan!', which is completely different.
  16. *Hercule Dela applies the 'Hercule Dela' state, which is Frenzy. I'll still refer to it as such. Mechanics of the state changed a little but the elemental spells are the same.
  17. *Cost of some spells changed, and damage adjusted (3rd air spell)
  18. *Spells which gain damage depending on HP missing has been adjusted. (Extra damage per every 2% max HP missing from 1%)
  19. *Class name slightly changed.
  20.  
  21.  
  22. General Notes:
  23. ----------------
  24.  
  25. - 'Electronique' end of turn effect makes the placeholder model invisible. It's most likely due to the a custom animation the model does not have.
  26. - Supposed trampoline bug in PvP, where enemy Bellaphone trampolines can be used as spell extensions for ally Bellaphones.
  27. - Supercal. does not revive you in 1v1 PvP because when you die, the fight ends. You do not remain disembodied. The spell is working as intended in this case, as it's currently supposed to work on your next turn.
  28.  
  29. Current General Mechanics:
  30. ----------------------------
  31.  
  32. [These mechanics affect multiple spells, and are overarching.]
  33.  
  34. 1) Use of Trampolines
  35. -Standing on a trampoline allows movement to another trampoline for 1 MP (Like Xelor's Dial).
  36. -Certain spells can be cast (bounced) through the trampoline if the trampoline is within casting range of the spell.
  37. -If cast from a trampoline, the spell's range acts as if you were standing on the trampoline. (Reference: http://i.imgur.com/l43FpWW.png)
  38.  
  39. 2) 'Calme'/Calm and 'Vénère'/Frenzy states
  40. -'Calme' state is the default state. You start in this state. (I'm naming it 'Calm' state for now.)
  41. -'Vénère' state is applied with the 2nd active spell. It lasts for 2 turns. (I'm naming it 'Frenzy' state for now. Apparently is slang for 'pissed off' or something along those lines!)
  42. -When not under the Frenzy state, you are in the Calm state. This means you can alternate from Frenzy for 2 turns, then Calm for 2 turns with the current active skill's cooldown.
  43. -Spells in the Calm state have various effects. (i.e. Dodge removal, larger AoE w/ less damage, -Heals recieved)
  44. -Spells in the Frenzy state mainly focus on increasing damage for smaller AoE, life stealing properties or increasing damage based on the % of Max HP missing.
  45.  
  46. [Other mechanics detailed in the spell's descriptions themselves.]
  47.  
  48.  
  49. Elemental Spells:
  50. -------------------
  51.  
  52. Currently, there are three elemental branches consisting of Water, Earth and Air. All spells are at Lv 100 for the purpose of normalisation. Current names are joke names now. All critical hits are normal damage x 1.25.
  53.  
  54. All spells are 25 damage per AP at Lv 200 at the moment, so there is no variation between spell damages. Will most likely change.
  55.  
  56. Water Spells
  57. --------------
  58.  
  59. 1) Water spell (Jayz-Heure), 4 AP (2-5 range, linear, non-adjustable)
  60. - At Lv 100, deals 52 damage. (water) [65 damage on crit]
  61. - In Frenzy; +1% damage per 2% of max HP missing.
  62. - In Calm; -25 Dodge
  63. - Able to be cast through portal.
  64.  
  65. 2) Water spell (Piou piou piou), 3 AP (1-4 range, non-adjustable)
  66. - At Lv 100, deals 39 damage. (water) [48 damage on crit]
  67. - Conditions: 3 uses per target.
  68. - Able to be cast through portal.
  69.  
  70. 3) Water spell (Sahile), 5 AP (0 range, self-cast, cross shaped AoE)
  71. - At Lv 100, deals 65 HP damage. (water) [65 damage on crit]
  72. - In Frenzy; AoE size is a 1-cell cross. Life-steal 30% of the damage inflicted.
  73. - In Calm; AoE size is a 2-cell cross. +25 Dodge to allies in the AoE.
  74. [VdV = Vol de Vie, which is life-steal in FR]
  75.  
  76. 4) Water spell (Le bruit du vent), 2 AP (1-4 range, linear, non-adjustable)
  77. - On a target; deals 26 HP damage (water) and pushes back 1 cell. [32 damage on crit.]
  78. - On a portal you last teleported from; 2-cell cross AoE pushback. (This has infinite range.)
  79. - Conditions: 2 uses per target.
  80.  
  81. 5) Water spell (Bouboule qui protège), 6 AP 1 WP (0 range, self-cast, circle-shaped AoE)
  82. - At Lv 100, deals 65 HP damage. (water) [81 damage on crit]
  83. - At the end of the turn; deploys the 'Bouboule (qui protège)'.
  84. - 'Bouboule (qui protège)': Damage dealt by attackers outside the glyph's AoE to allies inside the AoE is reduced by 20%.
  85.  
  86.  
  87. Air Spells
  88. ------------
  89.  
  90. 1) Air spell (Ultra Laz-Air), 5 AP 1 MP (1 range, no LoS, non-adjustable)
  91. - At Lv 100, deals 78 damage. (air) [97 damage on crit]
  92. - Places the 'Trail of Wind' glyph; deals 39 damage (air). [48 damage on crit; places the Train of Wind (Critical)]
  93. - Conditions: 1 use per turn.
  94.  
  95. 2) Air spell (Au temps on porte le vent), 3 AP (1-2 range, linear, non-adjustable)
  96. - At Lv 100, deals 39 damage. (air) [48 damage on crit]
  97. - Applies +3 levels of 'Au temps on porte le vent'.
  98. - 'Au temps on porte le vent': When damaged, pushed back by one and removes -1 level of the state.
  99. - This spell does not trigger the effects of 'Au temps...' .
  100. [The above state has a max level of 3. 3 push-backs can be set up with 'Au temps...' + 3 hit combo in this case.]
  101.  
  102. 3) Air spell (Griffouille), 2 AP 1 MP (1-4 range, no LoS, linear, non-adjustable)
  103. - At Lv 100, deals 48 damage. (air) [60 damage on crit]
  104. - In Calm; -30% Heals recieved and HP gained. (+3 levels of Incurable)
  105. - Able to be cast through portal.
  106. - Conditions: 3 uses per turn.
  107.  
  108. 4) Air spell (Bonne grosse AOE (des familles)), 5 AP (1-4 range, non-adjustable, AoE*)
  109. - At Lv 100; *spell's damage/aoe dependant on state.
  110. - In Calm; deals 65 damage in a 3-cell circle AoE. [81 damage on crit]
  111. - In Frenzy, deals 71 damage in a 1-cell cross AoE. [89 damage on crit]
  112.  
  113. 5) Air spell (En coup de vent), 4 AP (1-3 range, linear, non-adjustable)
  114. - At Lv 100, deals 91 damage. (air) [113 damage on crit]
  115. - In Calm; -2 range.
  116. - In Frenzy; +1% damage per 2% of max HP missing.
  117. - Conditions: 3 turn cooldown.
  118. - Able to be cast through portal.
  119.  
  120.  
  121. Earth Spells
  122. --------------
  123.  
  124. 1) Earth spell (Mur du son), 3 AP (1 range, non-adjustable, no LoS, AoE)
  125. - At Lv 100, deals 39 HP. (earth) [48 damage on crit]
  126. - Removes 1 MP.
  127. - AoE is a 3-cell line perpendicular to caster. (Akin to First Blood, reference: http://i.imgur.com/3HfR9ya.png)
  128.  
  129. 2) Earth spell (Electronique), 4 AP (1 range, non-adjustable, no LoS)
  130. - At Lv 100, deals 52 damage. (earth) [65 damage on crit]
  131. - At the end of the turn; +50 Lock and applies 'Electro-cute'
  132. - Electro-cute; When the player takes frontal damage, returns 50% of the damage as earth damage. (max 500 damage returned reducible)
  133.  
  134. 3) Earth spell (Garez vous !!), 5 AP 1 MP (1 range, non-adjustable, no LoS)
  135. - At Lv 100, deals 52 damage. (earth) [65 damage on crit]
  136. - At the end of the turn, applies 'Courroucé' (Lv 52) to target.
  137. - 'Courroucé' Lv 52: At the start of your turn, deals 52 damage (earth) in a 3-cell circle AoE (including center).
  138. - Conditions: 2 uses per turn.
  139.  
  140. 4) Earth spell (Pichenette), 4 AP (1-3 range, adjustable, linear, AoE*)
  141. - At Lv 100, *spell's damage/aoe dependant on state.
  142. - In Calm; deals 52 damage (earth) in a 2-cell cross AoE. [65 damage on crit]
  143. - In Frenzy; deals 52 damage (earth) in a 1-cell cross AoE. +1% damage per 2% of max HP missing. [65 damage on crit]
  144.  
  145. 5) Earth spell (Sahile plufor), 3 AP (1-3 range, non-adjustable)
  146. - At Lv 100, deals 39 damage. (earth) [48 damage on crit]
  147. - In Frenzy; Life-steal 100% of damage inflicted.
  148. - Conditions: 2 uses per turn.
  149.  
  150.  
  151. Specialities
  152. --------------
  153.  
  154. All specialities listed are assumed to be at max level. (Lv 9 for actives, Lv 20 for Passives)
  155.  
  156. Active Specialites
  157. ---------------------
  158.  
  159. 1) Trampoline, 3 AP (2-3 range, non-adjustable)
  160. - On an empty cell; places a Trampoline.
  161. - On a Trampoline; removes the Trampoline, and refunds the spell's AP cost. (When casting on a trampoline, spell has infinite range and no LoS)
  162. - On an ally; teleports the ally to the closest trampoline.
  163. - Trampoline; When standing on the trampoline, can move to another trampoline for 1 MP. Applies the 'Croche-pied' state for 1 turn.
  164. - Croche-pied: +20% final damage, -20% final resist.
  165. - Conditions: 2 uses per turn.
  166.  
  167. 2) Hercule Dela, 0 AP (0 range, self-cast)
  168. - Applies the 'Hercule Dela' [Frenzy] state (Lv 10) for 2 turns.
  169. - For each spell cast during the state; +25% final damage, and -1 WP.
  170. - For each hit taken; +10% final damage to the damage you recieve.
  171. - Applies a Wind Aura to the caster. Wind Aura is a visual effect to indicate that you're in the state. :)
  172. - Conditions: 4 turn cooldown.
  173. !This was called the 'Frenzy' state earlier. I'll still refer to it as such.
  174.  
  175. 3) Roulade avant, 3 AP (1-3 range, non-adjustable)
  176. - Teleport to the chosen cell.
  177. - Conditions: 3 turns cooldown.
  178.  
  179. 4) Supercalifragilisticexpialidocious, 4 AP (0-4 range, non-adjustable)
  180. - On the next turn: If the target is KO'ed, the target revives and is healed for 20% of the caster's max HP.
  181. - On the next turn: If the target is alive, the target is healed for 30% of the caster's current HP.
  182. - Conditions: Target must not be an enemy, 5 turns cooldown.
  183. - Yes, they did name the spell this. It'll be referred to as 'Supercal.' because I'm not typing that out more than once. :P
  184.  
  185. 5) Pieter, Pan!, 2 AP. (1-4 range, non-adjustable)
  186. - Applies the 'Fissure' state, and the enemy cannot use Trampolines. (100%, state level depends on your current level)
  187. - Fissure: After taking damage from a spell; +10 levels of 'Percé' per AP/MP/WP of the spell used. (At Lv 100. The effect increases by +1 every 10 levels, so at Lv 200, it's +20 levels per AP/MP/WP.)
  188. -Percé: Lasts for 2 turns. At the end of the state's duration, the target takes chromatic damage depending on the level of the state and the target's HP. State has a max level of 500.
  189. *If the target's HP is less than 50% of their max HP: at Lv 500; deals 500 damage (chromatic)
  190. *If not: at Lv 500; deals 200 damage (chromatic)
  191. - Conditions: 2 turns cooldown. Target must be an enemy.
  192.  
  193. Passive Specialities
  194. ----------------------
  195.  
  196. 1) Attention aux brunes
  197. - +100% to Berserker Damage.
  198. - Applies 'Attention aux brunes' Lv. 2 state when current HP is less than 50% of your max HP.
  199. - 'Attention aux brunes' state: +1 AP, +1 MP.
  200.  
  201. 2) Trempe Pauline
  202. - +60 Dodge
  203. - When an ally uses a trampoline; heals 3% HP (max 1 time per turn)
  204.  
  205. 3) Wind Aura
  206. - In Calm; at the start of your turn: regenerate 5% of max HP if not been damaged since your last turn.
  207. - In Frenzy; after a damaging spell is used on you, regenerate 1 WP.
  208.  
  209. 4) Envole moi
  210. - +60% distance damage
  211. - Reduce the cost of 'Supercal.' by 1 AP.
  212. - Increase the range of 'Roulade avant' by 2.
  213. - Increase the range of 'Portal' by 1.
  214.  
  215. 5) Camion
  216. - +60% close combat damage
  217. - At the start of your turn: +40 resist to allies in contact with you.
  218. - At the start of your turn: -40 resist to enemies in contact with you.
  219.  
  220. !!!All information is heavily subject to change as the beta server updates.!!!
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement