Flexible Movement: Difference between revisions
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{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | {| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | ||
|- style="background:#90EE90;" | |- style="background:#90EE90;" | ||
! rowspan="2" | Skill Level !! rowspan="2" | Required Level !! rowspan="2" | | ! rowspan="2" | Skill Level !! rowspan="2" | Required Level !! rowspan="2" | Activating<br>Cooldown !! colspan="2" | HP Regeneration | ||
|- style="background:#90EE90;" | |- style="background:#90EE90;" | ||
! HP | ! HP Regenerated !! Duration | ||
|- | |- | ||
| align="left" | 1 || rowspan="2" | 35 || 51 Seconds || | | align="left" | 1 || rowspan="2" | 35 || 51 Seconds || 0.5%/Second || rowspan="15" | 10 Seconds | ||
|- | |- | ||
| align="left" | 2 || 48 Seconds || | | align="left" | 2 || 48 Seconds || 0.55%/Second | ||
|- | |- | ||
| align="left" | 3 || 36 || 45 Seconds || | | align="left" | 3 || 36 || 45 Seconds || 0.6%/Second | ||
|- | |- | ||
| align="left" | 4 || 39 || 42 Seconds || | | align="left" | 4 || 39 || 42 Seconds || 0.65%/Second | ||
|- | |- | ||
| align="left" | 5 || 42 || 39 Seconds || | | align="left" | 5 || 42 || 39 Seconds || 0.7%/Second | ||
|- | |- | ||
| align="left" | 6 || 45 || 36 Seconds || | | align="left" | 6 || 45 || 36 Seconds || 0.75%/Second | ||
|- | |- | ||
| align="left" | 7 || 48 || 33 Seconds || | | align="left" | 7 || 48 || 33 Seconds || 0.8%/Second | ||
|- | |- | ||
| align="left" | 8 || 51 || 30 Seconds || | | align="left" | 8 || 51 || 30 Seconds || 0.85%/Second | ||
|- | |- | ||
| align="left" | 9 || 54 || 27 Seconds || | | align="left" | 9 || 54 || 27 Seconds || 0.9%/Second | ||
|- | |- | ||
| align="left" | 10 || 57 || 25 Seconds || | | align="left" | 10 || 57 || 25 Seconds || 0.95%/Second | ||
|- | |- | ||
| align="left" | 11 || 60 || 22 Seconds || | | align="left" | 11 || 60 || 22 Seconds || 1%/Second | ||
|- | |- | ||
| align="left" | 12 || 63 || 19 Seconds || | | align="left" | 12 || 63 || 19 Seconds || 1.05%/Second | ||
|- | |- | ||
| align="left" | 13 || 66 || | | align="left" | 13 || 66 || 17 Seconds || 1.1%/Second | ||
|- | |- | ||
| align="left" | 14 || 69 || | | align="left" | 14 || 69 || 14 Seconds || 1.15%/Second | ||
|- | |- | ||
| align="left" | 15 || 72 || | | align="left" | 15 || 72 || 11 Seconds || 1.2%/Second | ||
|} | |} | ||
<br> | <br> |
Revision as of 18:51, 12 September 2013
File:New Agility.png |
[Passive] When your HP would normally fall to 0, you have a chance of forcing knockdown and surviving with 1 HP. HP will then gradually regenerate. |
Requirements
Class | Master | Level Required | SP Used Per Level | Alternative |
---|---|---|---|---|
Combat Ranger | Lv. 20 | 35 | 3 | Quick Movement |
Skill Information
Skill Level | Required Level | Activating Cooldown |
HP Regeneration | |
---|---|---|---|---|
HP Regenerated | Duration | |||
1 | 35 | 51 Seconds | 0.5%/Second | 10 Seconds |
2 | 48 Seconds | 0.55%/Second | ||
3 | 36 | 45 Seconds | 0.6%/Second | |
4 | 39 | 42 Seconds | 0.65%/Second | |
5 | 42 | 39 Seconds | 0.7%/Second | |
6 | 45 | 36 Seconds | 0.75%/Second | |
7 | 48 | 33 Seconds | 0.8%/Second | |
8 | 51 | 30 Seconds | 0.85%/Second | |
9 | 54 | 27 Seconds | 0.9%/Second | |
10 | 57 | 25 Seconds | 0.95%/Second | |
11 | 60 | 22 Seconds | 1%/Second | |
12 | 63 | 19 Seconds | 1.05%/Second | |
13 | 66 | 17 Seconds | 1.1%/Second | |
14 | 69 | 14 Seconds | 1.15%/Second | |
15 | 72 | 11 Seconds | 1.2%/Second |
Tips and Details
- Can't be activated repeatedly, if you endure a killing blow during the cooldown, you will die.
- Agility will not save you from Fire, Poison, or any other constant damage Status Effect that is capable of causing death.
- If you receive a killing blow while being in the air, and agility triggers, you're still able to die by receiving another hit in the air.
- Many explosive attacks deal their damage over two hits, preventing the skill from being used as a method to survive with only one health.
Updates
- 9/12/2013 KR
- Evasion increase was deleted.
- When activated, HP recovers gradually for 10 seconds was added.