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DrFetus

7th Dragon 2020 Hacker Skill Data

Apr 10th, 2020 (edited)
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  1. Innate Ability
  2. ==============
  3. 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 certain ailments, 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.
  4.  
  5. The following ailments can inflict Hack Weakness: Curse (Not Feedback), Bleed, Poison, Paralysis, Sleep (Not Shutdown), and Stun.
  6. The following ailments cannot inflict Hack Weakness: Hack, Burn, Freeze, Blind, D-Depth, Feedback's Curse, and Shutdown's Sleep.
  7.  
  8. 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.
  9.  
  10. Tier 1 Skills
  11. =============
  12. LIFE Bonus
  13. Type: Passive
  14.  
  15. Increases max Life.
  16.  
  17. Lv1: 1.1x Life multiplier. Costs 150 SP.
  18. Lv2: 1.15x Life multiplier. Costs 550 SP.
  19. Lv3: 1.2x Life multiplier. Costs 1500 SP.
  20. Lv4: 1.25x Life multiplier. Costs 3000 SP.
  21. Lv5: 1.3x Life multiplier. Costs 5500 SP.
  22.  
  23. Attack Booster
  24. Type: Active
  25.  
  26. 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.
  27.  
  28. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  29.  
  30. 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.
  31.  
  32. Lv1: Multiplies ATK damage dealt by 1.1x. Costs 100 SP.
  33. Lv2: Multiplies ATK damage dealt by 1.13x. Costs 350 SP.
  34. Lv3: Multiplies ATK damage dealt by 1.15x. Costs 750 SP.
  35. Lv4: Multiplies ATK damage dealt by 1.17x. Costs 1500 SP.
  36. Lv5: Multiplies ATK damage dealt by 1.2x. Costs 2500 SP.
  37. Lv6: Multiplies ATK damage dealt by 1.22x. Costs 3500 SP.
  38. Lv7: Multiplies ATK damage dealt by 1.24x. Costs 5500 SP.
  39. Lv8: Multiplies ATK damage dealt by 1.26x. Costs 7000 SP.
  40. Lv9: Multiplies ATK damage dealt by 1.28x. Costs 8500 SP.
  41. Lv10: Multiplies ATK damage dealt by 1.3x. Costs 9500 SP.
  42.  
  43. Defense Booster
  44. Type: Active
  45.  
  46. 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.
  47.  
  48. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  49.  
  50. 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.
  51.  
  52. Lv1: Multiplies ATK damage taken by 0.95x. Initial skill.
  53. Lv2: Multiplies ATK damage taken by 0.93x. Costs 100 SP.
  54. Lv3: Multiplies ATK damage taken by 0.91x. Costs 300 SP.
  55. Lv4: Multiplies ATK damage taken by 0.89x. Costs 700 SP.
  56. Lv5: Multiplies ATK damage taken by 0.87x. Costs 1500 SP.
  57. Lv6: Multiplies ATK damage taken by 0.85x. Costs 2500 SP.
  58. Lv7: Multiplies ATK damage taken by 0.83x. Costs 4500 SP.
  59. Lv8: Multiplies ATK damage taken by 0.81x. Costs 5500 SP.
  60. Lv9: Multiplies ATK damage taken by 0.8x. Costs 7500 SP.
  61. Lv10: Multiplies ATK damage taken by 0.8x. Multiplies MAT damage taken by 0.85x. Costs 9500 SP.
  62.  
  63. Regenerator
  64. Type: Active
  65.  
  66. 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.
  67.  
  68. Costs 5 Mana at all levels. Has a speed multiplier of 1 at all levels.
  69.  
  70. Lv1: Restores 7% of maximum Life. Lasts 4 turns. Costs 200 SP.
  71. Lv2: Restores 9% of maximum Life. Lasts 4 turns. Costs 800 SP.
  72. Lv3: Restores 10% of maximum Life. Lasts 5 turns. Costs 1900 SP.
  73. Lv4: Restores 12% of maximum Life. Lasts 5 turns. Costs 3500 SP.
  74. Lv5: Restores 15% of maximum Life. Lasts 6 turns. Costs 6000 SP.
  75.  
  76. Airsoft Training
  77. Type: Passive
  78.  
  79. The Hacker has a 12% chance to heal all party members at the end of the turn.
  80.  
  81. Has a speed multiplier of 0 at all levels.
  82.  
  83. NOTE: Healing is equal to Base Heal + MAT * 0.1.
  84.  
  85. Lv1: 10 Base heal. Costs 200 SP.
  86. Lv2: 20 Base heal. Costs 800 SP.
  87. Lv3: 30 Base heal. Costs 2500 SP.
  88. Lv4: 40 Base heal. Costs 5000 SP.
  89. Lv5: 50 Base heal. Costs 7000 SP.
  90.  
  91. Tier 2 Skills
  92. =============
  93. MANA Bonus
  94. Type: Passive
  95.  
  96. Increases max Mana.
  97.  
  98. Lv1: 1.1x Mana multiplier. Costs 300 SP.
  99. Lv2: 1.15x Mana multiplier. Costs 750 SP.
  100. Lv3: 1.2x Mana multiplier. Costs 2000 SP.
  101. Lv4: 1.25x Mana multiplier. Costs 4000 SP.
  102. Lv5: 1.3x Mana multiplier. Costs 6000 SP.
  103.  
  104. Nanomachine 119
  105. Type: Active
  106.  
  107. 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.
  108.  
  109. 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.
  110.  
  111. Lv1: Costs 10 Mana. Has a speed multiplier of 1.2. Costs 300 SP.
  112. Lv2: Costs 8 Mana. Has a speed multiplier of 1.2. Costs 550 SP.
  113. Lv3: Costs 6 Mana. Has a speed multiplier of 1. Costs 1500 SP.
  114. Lv4: Costs 4 Mana. Has a speed multiplier of 1. Costs 2000 SP.
  115. Lv5: Costs 2 Mana. Has a speed multiplier of 1. Costs 2500 SP.
  116.  
  117. Trash Pickup
  118. Type: Active
  119.  
  120. Places a buff on the entire party that causes them to recover from ailments faster for a certain number of turns.
  121.  
  122. Costs 0 Mana at all levels. Has a speed multiplier of 1 at all levels.
  123.  
  124. 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.
  125.  
  126. Lv1: Shortens ailment duration by 2 turns. Lasts for 4 turns. Costs 300 SP.
  127. Lv2: Shortens ailment duration by 2 turns. Lasts for 5 turns. Costs 750 SP.
  128. Lv3: Shortens ailment duration by 3 turns. Lasts for 5 turns. Costs 1800 SP.
  129. Lv4: Shortens ailment duration by 3 turns. Lasts for 6 turns. Costs 3500 SP.
  130. Lv5: Shortens ailment duration by 4 turns. Lasts for 6 turns. Costs 7000 SP.
  131.  
  132. Hack
  133. Type: Active
  134.  
  135. 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.
  136.  
  137. Costs 0 Mana at all levels. Has a speed multiplier of 1 at all levels.
  138.  
  139. NOTE: Flagged as a melee attack, so it can end up triggering contact counters.
  140.  
  141. Lv1: 55% infliction rate. 10% chance to not act. Costs 300 SP.
  142. Lv2: 60% infliction rate. 11% chance to not act. Costs 1000 SP.
  143. Lv3: 65% infliction rate. 12% chance to not act. Costs 2500 SP.
  144. Lv4: 70% infliction rate. 13% chance to not act. Costs 4500 SP.
  145. Lv5: 80% infliction rate. 15% chance to not act. Costs 8000 SP.
  146.  
  147. luvshock.exe
  148. Type: Active
  149.  
  150. 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.
  151.  
  152. 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.
  153.  
  154. NOTE:
  155. -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.
  156. -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.
  157. -The effects of this skill carry over into the enemy's extra turn phase if it was triggered.
  158. -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.
  159. -The forced attack is flagged as ranged ATK-based non-elemental damage, and is run through the damage formula normally.
  160. -Self attacks cannot deal critical hits, but attacks on other enemies can. These critical hits can inflict Hack Weakness.
  161.  
  162. Lv1: Enemy deals 3x damage. Costs 200 SP.
  163. Lv2: Enemy deals 4x damage. Costs 5000 SP.
  164. Lv3: Enemy deals 5x damage. Costs 1200 SP.
  165. Lv4: Enemy deals 6x damage. Costs 2500 SP.
  166. Lv5: Enemy deals 7.5x damage. Costs 5000 SP.
  167.  
  168. poisnjam.exe
  169. Type: Active
  170.  
  171. 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.
  172.  
  173. 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.
  174.  
  175. NOTE: The All Down debuff is classified as a unique effect, meaning it stacks with other stat debuffs.
  176.  
  177. 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.
  178. 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.
  179. 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.
  180. 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.
  181. 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.
  182.  
  183. Feedback
  184. Type: Active
  185.  
  186. Has a 95% chance to inflict Curse on all enemies for a certain number of turns. Hacked targets are guaranteed to be Cursed.
  187.  
  188. Costs 2 Mana at all levels. Has a speed multiplier of 1.2 at all levels.
  189.  
  190. NOTE: Cursed enemies under the effects of luvshock.exe will still suffer from backlash damage, even if they attack themselves. Curse immunity is bypassed on Hacked targets. Flagged as a melee attack, so it can end up triggering contact counters.
  191.  
  192. Lv1: 0.5x backlash damage. Lasts for 4 turns. Costs 200 SP.
  193. Lv2: 0.65x backlash damage. Lasts for 4 turns. Costs 550 SP.
  194. Lv3: 0.8x backlash damage. Lasts for 4 turns. Costs 1100 SP.
  195. Lv4: 0.95x backlash damage. Lasts for 4 turns. Costs 2500 SP.
  196. Lv5: 1.1x backlash damage. Lasts for 5 turns. Costs 5000 SP.
  197.  
  198. Tier 3 Skills
  199. =============
  200. Firewall
  201. Type: Active
  202.  
  203. Places a buff on the entire party that reduces fire damage for a certain number of turns.
  204.  
  205. Costs 3 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  206.  
  207. 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.
  208.  
  209. Lv1: Reduces damage by 30%. Lasts for 5 turns. Costs 600 SP.
  210. Lv2: Reduces damage by 35%. Lasts for 5 turns. Costs 900 SP.
  211. Lv3: Reduces damage by 40%. Lasts for 6 turns. Costs 1500 SP.
  212. Lv4: Reduces damage by 45%. Lasts for 6 turns. Costs 3000 SP.
  213. Lv5: Reduces damage by 50%. Lasts for 7 turns. Costs 6500 SP.
  214.  
  215. Icebreaker
  216. Type: Active
  217.  
  218. Places a buff on the entire party that reduces ice damage for a certain number of turns.
  219.  
  220. Costs 3 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  221.  
  222. 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.
  223.  
  224. Lv1: Reduces damage by 30%. Lasts for 5 turns. Costs 600 SP.
  225. Lv2: Reduces damage by 35%. Lasts for 5 turns. Costs 900 SP.
  226. Lv3: Reduces damage by 40%. Lasts for 6 turns. Costs 1500 SP.
  227. Lv4: Reduces damage by 45%. Lasts for 6 turns. Costs 3000 SP.
  228. Lv5: Reduces damage by 50%. Lasts for 7 turns. Costs 6500 SP.
  229.  
  230. A-Skill Caller
  231. Type: Active
  232.  
  233. Places a buff on the entire party that increases the chances of AUTO skills activating for a certain number of turns.
  234.  
  235. Costs 10 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 2 at all levels.
  236.  
  237. Lv1: +23% activation rate. Lasts for 5 turns. Costs 1500 SP.
  238. Lv2: +28% activation rate. Lasts for 6 turns. Costs 2000 SP.
  239. Lv3: +33% activation rate. Lasts for 7 turns. Costs 3000 SP.
  240. Lv4: +43% activation rate. Lasts for 8 turns. Costs 5000 SP.
  241. Lv5: +53% activation rate. Lasts for 9 turns. Costs 7500 SP.
  242.  
  243. Hack All
  244. Type: Active
  245.  
  246. 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.
  247.  
  248. Costs 2 Mana. Has a speed multiplier of 1. Has a priority level of 2. Costs 2000 SP.
  249.  
  250. NOTE: Flagged as a melee attack, so it can end up triggering contact counters.
  251.  
  252. noiztank.exe
  253. Type: Active
  254.  
  255. 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.
  256.  
  257. 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.
  258.  
  259. Lv1: 1x damage. 10% of damage dealt as Mana restore. Costs 1500 SP.
  260. Lv2: 1.1x damage. 11% of damage dealt as Mana restore. Costs 2000 SP.
  261. Lv3: 1.2x damage. 12% of damage dealt as Mana restore. Costs 3000 SP.
  262. Lv4: 1.3x damage. 13% of damage dealt as Mana restore. Costs 4000 SP.
  263. Lv5: 1.5x damage. 15% of damage dealt as Mana restore. Costs 5000 SP.
  264.  
  265. Hacking React
  266. Type: Active
  267.  
  268. 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.
  269.  
  270. Costs 0 Mana. Has a speed multiplier of 1. Costs 1500 SP.
  271.  
  272. NOTE: All react skills can only activate up to 3 times at most in a given turn.
  273.  
  274. Quick Hack
  275. Type: Passive
  276.  
  277. The Hacker has a 35% chance to attempt to inflict Hack on a random enemy for 2 turns at the start of the battle.
  278.  
  279. Has a speed multiplier of 1 at all levels.
  280.  
  281. NOTE: Flagged as a melee attack, though there's no situation where this can actually matter.
  282.  
  283. Lv1: 75% infliction rate. 10% chance to not act. Costs 1000 SP.
  284. Lv2: 80% infliction rate. 11% chance to not act. Costs 1500 SP.
  285. Lv3: 85% infliction rate. 12% chance to not act. Costs 2000 SP.
  286. Lv4: 90% infliction rate. 13% chance to not act. Costs 2500 SP.
  287. Lv5: 100% infliction rate. 15% chance to not act. Costs 5000 SP.
  288.  
  289. Tier 4 Skills
  290. =============
  291. Buffer Overrun
  292. Type: Active
  293.  
  294. 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.
  295.  
  296. Costs 12 Mana at all levels. Has a speed multiplier of 1 at all levels.
  297.  
  298. 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 debuff, as they are both classified as unique effects despite sharing the same debuff icon.
  299.  
  300. Lv1: Multiplies ailment success rate by 1.1x. 1.2x on Hacked targets. Lasts for 3 turns. Costs 2500 SP.
  301. Lv2: Multiplies ailment success rate by 1.15x. 1.3x on Hacked targets. Lasts for 3 turns. Costs 3000 SP.
  302. Lv3: Multiplies ailment success rate by 1.15x. 1.3x on Hacked targets. Lasts for 4 turns. Costs 4500 SP.
  303. Lv4: Multiplies ailment success rate by 1.2x. 1.4x on Hacked targets. Lasts for 4 turns. Costs 5000 SP.
  304. Lv5: Multiplies ailment success rate by 1.25x. 1.45x on Hacked targets. Lasts for 4 turns. Costs 6500 SP.
  305.  
  306. Shutdown
  307. Type: Active
  308.  
  309. Attempts to inflict Sleep on all enemies for 2 turns. Hacked targets are guaranteed to be put to Sleep.
  310.  
  311. Costs 15 Mana at all levels. Has a speed multiplier of 1 at all levels.
  312.  
  313. NOTE: Sleep immunity is bypassed on Hacked targets. Flagged as a melee attack, so it can end up triggering contact counters.
  314.  
  315. Lv1: 55% infliction rate. Costs 3000 SP.
  316. Lv2: 60% infliction rate. Costs 3500 SP.
  317. Lv3: 65% infliction rate. Costs 4000 SP.
  318. Lv4: 70% infliction rate. Costs 4500 SP.
  319. Lv5: 80% infliction rate. Costs 5000 SP.
  320.  
  321. Reactor Cheer
  322. Type: Passive
  323.  
  324. Whenever a party member activates a react skill, the Hacker has a 15% chance to restore their Life and Mana.
  325.  
  326. Has a speed multiplier of 1 at all levels.
  327.  
  328. 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.
  329.  
  330. Lv1: 15 Base heal. Restores 5 Mana. Costs 2000 SP.
  331. Lv2: 20 Base heal. Restores 7 Mana. Costs 2500 SP.
  332. Lv3: 25 Base heal. Restores 10 Mana. Costs 3000 SP.
  333. Lv4: 30 Base heal. Restores 12 Mana. Costs 3500 SP.
  334. Lv5: 40 Base heal. Restores 15 Mana. Costs 4000 SP.
  335.  
  336. EX Skill: gg.bat
  337. ================
  338. Grants the party complete invincibility for this turn.
  339.  
  340. Costs 30 Mana. Has a speed multiplier of 1. Costs 9500 SP.
  341.  
  342. NOTE: The invincibility is just coded as 100% evasion and ailment resistance. Any DOT ailments already on the party will still deal damage to them. 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.
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