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{{Spoiler}} | |||
{{Version|23.46}} | |||
== Evalue List == | == Evalue List == | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 28: | Line 30: | ||
|(305) | |(305) | ||
|Magic Device | |Magic Device | ||
| | |||
|- | |||
|(411) | |||
|Spell Enhance | |||
| | | | ||
|- | |- | ||
| Line 42: | Line 48: | ||
|1, 2 | |1, 2 | ||
|} | |} | ||
== Damage Reduction Scaling with Enemy Level == | |||
'''As of Beta version: 22.23. Last updated EA23.46''' | |||
The following is how much damage reduction the enemy receives past level 50: | |||
Firstly, enemies at or below level 50 have 0% DR. | |||
Conversely, enemies at or above level 1024 have 80% DR. | |||
if (!this.IsPCFaction && this.LV > 50) | |||
{ | |||
dmg = dmg * (100 - (int)Mathf.Min(80f, Mathf.Sqrt((float)(this.LV - 50)) * 2.5f)) / 100; | |||
} | |||
If it is the player character faction and the enemy's level is higher than lvl 51, then: | |||
your damage is multiplied by * (100 - an integer that is the smallest of either (80, the sqrt of a float (the enemies level - 50) * 2.5) / 100) | |||
so either your damage is reduced by 80% against enemies above 1024 or its [sqrt(floor - 50) * 2.5] / 100 for enemies between lvl 51 and lvl 1023 | |||
{| class="wikitable" | |||
|+DR at specified levels | |||
!Enemy Level: | |||
!DR percentage (%) | |||
|- | |||
|51 | |||
|2.50 | |||
|- | |||
|100 | |||
|17.67 | |||
|- | |||
|150 | |||
|25.00 | |||
|- | |||
|200 | |||
|30.61 | |||
|- | |||
|250 | |||
|35.35 | |||
|- | |||
|300 | |||
|39.53 | |||
|- | |||
|350 | |||
|43.30 | |||
|- | |||
|400 | |||
|46.77 | |||
|- | |||
|450 | |||
|50.00 | |||
|- | |||
|500 | |||
|53.03 | |||
|- | |||
|550 | |||
|55.90 | |||
|- | |||
|600 | |||
|58.63 | |||
|- | |||
|650 | |||
|61.24 | |||
|- | |||
|700 | |||
|63.74 | |||
|- | |||
|750 | |||
|66.14 | |||
|- | |||
|800 | |||
|68.47 | |||
|- | |||
|850 | |||
|70.71 | |||
|- | |||
|900 | |||
|72.89 | |||
|- | |||
|950 | |||
|75 | |||
|- | |||
|1000 | |||
|77.06 | |||
|} | |||
==Weapon Hit Mechanics== | |||
'''Updated EA23.46''' | |||
"Curve" refers to the game's method for adding a sliding curve to the effectiveness of skill values | |||
CURVE( input, start, step, rate) | |||
if input <= start | |||
return input | |||
repeat x10 | |||
{ | |||
num = start + repeatindex * step | |||
if input <= num | |||
return input | |||
else | |||
input = num + (input - num) * rate /100 | |||
} | |||
return input | |||
First the system evaluates the attacker's 'TO HIT' and the target's 'EVASION' | |||
The TO HIT value will be calculated differently depending on the type of weapon used (thrown, range, melee, martial) and style | |||
{| class="wikitable" | |||
|+ TO HIT | |||
! Weapon Type | |||
! Calculation | |||
|- | |||
| Thrown | |||
| Curve([attacker's DEX]/4 + [attacker's STR]/2 + [attacker's weapon skill], 50, 25, 75) + 75 (250 if not PC Faction) | |||
|- | |||
| Martial (No Shield) | |||
| Curve([attacker's DEX]/3 + [attacker's STR]/3 + [attacker's weapon skill], 50, 25, 75) + 50 | |||
|- | |||
|Martial (With Shield) | |||
| 75% of Curve([attacker's DEX]/3 + [attacker's STR]/3 + [attacker's weapon skill], 50, 25, 75) + 50 | |||
|- | |||
| Cane | |||
| Curve([attacker's WIL]/4 + [attacker's weapon's primary attribute]/3 [attacker's weapon skill], 50, 25, 75) + 100 | |||
|- | |||
| All Others | |||
| Curve([attacker's DEX]/4 + [attacker's weapon's primary attribute]/3 [attacker's weapon skill], 50, 25, 75) + 50 | |||
|} | |||
Your Hit modifier from gear and the weapon are then added to the above | |||
(a distance modifier is then applied for Ranged weapons) | |||
EVASION is calculated on a Curve([target's PER] / 3 + [target's evasion skill], 50, 10, 75) + [target's DV] + 25 | |||
These values are then modified in the following order with compounding effect: | |||
{| class="wikitable" | |||
|+ MODIFIERS | |||
! Condition | |||
! Effect | |||
|- | |||
| Attacker has Bane | |||
| TO HIT = 75% | |||
|- | |||
| Attacker has HigherGround | |||
| TO HIT +20% | |||
|- | |||
| Attacker is Riding | |||
| TO HIT = TO HIT * 100 / (100 + 500 / higher of(5 or 10 + [attacker's riding skill])) | |||
|- | |||
| Attacker is Hosting | |||
| TO HIT = TO HIT * 100 / (100 + 1000 / higher of(5 or 10 + [attacker's symbiosis skill])) | |||
|- | |||
| Attacker is Being Ridden | |||
| TO HIT = TO HIT * 100 / (100 + 1000 / higher of(5 or 10 + [attacker's STR])) | |||
|- | |||
| Attacker is a Parasite | |||
| TO HIT = TO HIT * 100 / (100 + 1000 / higher of(5 or 10 + [attacker's DEX])) | |||
|- | |||
| Attack is Two Handed | |||
| TO HIT = TO HIT + 25 + sqrt([attacker's two handed skill] * 2) | |||
|- | |||
| Attack is Dual Wield ^ | |||
| TO HIT(DW) = TO HIT * 100 / (115 + Slot# * 15 + Slot# * (2000/(20+ attacker's dual wield skill)) [Clamped to 1-100] | |||
|- | |||
| Attacker is Blind | |||
| TO HIT = 33.33% (or 10% if ranged/throwing) | |||
|- | |||
| Target is Blind | |||
| EVASION = 50% | |||
|- | |||
| Target is Dim | |||
| EVASION = 50% | |||
|- | |||
| Target has Higher Ground | |||
| EVASION + 20% | |||
|} | |||
^ Where Slot# represents the main hand / off hand and any indexed hand after two. Only the (2000/(20 + attacker's dual wielding skill)) is clamped between 1-100. This means optimally the best dual wielding scenario occurs when you have 1980 dual wielding. | |||
Now the system has the TO HIT and EVASION values, it uses these to calculate if an attack was a hit, miss, or crit in this order | |||
<nowiki> | |||
IF Target is Dim & 1 in 4 chance | |||
CRIT</nowiki> | |||
<nowiki> | |||
IF Target is Dead or Sleeping | |||
CRIT</nowiki> | |||
<nowiki> | |||
IF [target's Greater Evasion] * 10 > TO HIT | |||
num = EVASION * 100 / TO HIT | |||
IF 'num2' > 300 & random 0 to ([target's Greater Evasion]+250) > 100 | |||
MISS | |||
IF 'num2' > 200 & random 0 to ([target's Greater Evasion]+250) > 150 | |||
MISS | |||
IF 'num2' > 150 & random 0 to ([target's Greater Evasion]+250) > 200 | |||
MISS</nowiki> | |||
<nowiki> | |||
IF [target's Perfect Evasion] > random 0 - 99 | |||
MISS</nowiki> | |||
<nowiki> | |||
IF 1 in 20 | |||
HIT</nowiki> | |||
<nowiki> | |||
IF 1 in 20 | |||
MISS</nowiki> | |||
<nowiki> | |||
IF TO HIT < 1 | |||
MISS</nowiki> | |||
<nowiki> | |||
IF EVASION < 1 | |||
HIT</nowiki> | |||
<nowiki> | |||
IF random 0 - TO HIT < random 0 - (EVASION * 125 (150 if ranged attack) / 100) | |||
MISS</nowiki> | |||
<nowiki> | |||
IF random 0 - 5000 < [attacker's PER] | |||
CRIT</nowiki> | |||
<nowiki> | |||
IF [attacker's Critical skill] + sqrt([attacker's Eye of Mind skill]) > random 0 -200 | |||
CRIT</nowiki> | |||
<nowiki> | |||
IF attacker has [Heart of Death] | |||
num = 100 - [attacker's current HP] * 100 / [attacker's Max HP] | |||
IF num >= 50 & (num^3 / 3) > random 0 - 100000000 | |||
CRIT</nowiki> | |||
<nowiki> | |||
HIT</nowiki> | |||
==Martial Arts== | ==Martial Arts== | ||
| Line 82: | Line 330: | ||
The damage value of the dice is '''5+√(Martial Arts / 3).''' | The damage value of the dice is '''5+√(Martial Arts / 3).''' | ||
Damage multiplier is '''0.6 + ((Strength / 2 + Martial Arts / 2 + | Damage multiplier is '''0.6 + ((Strength / 2 + Martial Arts / 2 + Tactics / 2) / 50.0).''' | ||
If the player has the Weapon Mastery feat, additional damage is provided at a rate of '''0.05x(Weapon Mastery Rank).''' <sub>''(Effectively, +0.05 or +0.10)''</sub> | If the player has the Weapon Mastery feat, additional damage is provided at a rate of '''0.05x(Weapon Mastery Rank).''' <sub>''(Effectively, +0.05 or +0.10)''</sub> | ||
| Line 88: | Line 336: | ||
Accuracy is '''((Strength /3 + Dexterity /3 + Martial Arts)+50)),''' with a minimum value of '''25+50''' and a maximum of '''75+50.''' If the player is wielding a '''Shield,''' there is a '''-25%''' downward adjustment. | Accuracy is '''((Strength /3 + Dexterity /3 + Martial Arts)+50)),''' with a minimum value of '''25+50''' and a maximum of '''75+50.''' If the player is wielding a '''Shield,''' there is a '''-25%''' downward adjustment. | ||
Penetration is calculated at '''(Martial Arts/10)+5''', with a minimum of '''5%''' and a maximum of '''20%+ | Penetration is calculated at '''(Martial Arts/10)+5''', with a minimum of '''5%''' and a maximum of '''20% + Penetration.''' | ||
If | If wielding Martial Art Weapon: | ||
Damage Bonus is your empty hand Damage Bonus + '''Weapon's''' '''Damage Bonus''' | Damage Bonus is your empty hand Damage Bonus + '''Weapon's''' '''Damage Bonus''' | ||
| Line 125: | Line 373: | ||
Attack Type is always '''Blunt''' | Attack Type is always '''Blunt''' | ||
Weight Value is '''√Throwing Item Weight x 3 + if''' '''is Throwing Weapon: 75''' else '''0''', with floor of '''10''' to ceiling of '''400''' + ''' | Weight Value is ['''√Throwing Item Weight] x 3 + 25 + if''' '''is Throwing Weapon: 75''' else '''0''', with floor of '''10''' to ceiling of '''400''' + ['''√Strength] x 50''' | ||
Material Value is '''Material Hardness''', with floor of '''if''' '''is Throwing Weapon: 40''' else ''' | Material Value is '''Material Hardness''', with floor of '''if''' '''is Throwing Weapon: 40''' else '''25''' to ceiling of '''200''' | ||
Dice Number is always '''2''' | Dice Number is always '''2''' | ||
| Line 142: | Line 390: | ||
Penetration is always '''25''' | Penetration is always '''25''' | ||
==Melee | ==Melee & Ranged== | ||
<syntaxhighlight lang="c#" line="1"> | <syntaxhighlight lang="c#" line="1"> | ||
else | else | ||
| Line 197: | Line 445: | ||
this.dDimAmmo = 0; | this.dDimAmmo = 0; | ||
} | } | ||
</syntaxhighlight>The player | </syntaxhighlight>The player swings their melee weapon using the Tactics skill or shoots ranged weapons using the Marksman skill | ||
If the weapon is: '''Cane''' or it has the '''Force Weapon''' enchantment it uses '''Casting''' skill instead of Tactics or Marksman skill | |||
If the weapon is '''Cane''' or it has '''Force Weapon''' enchantment it uses | If the weapon is: '''Cane''' or it has the '''Force Weapon''' enchantment it uses Magic Device skill instead of Longsword / Shortsword / Axes / etc... | ||
Damage Bonus is '''Player Character Damage Bonus''' + '''Weapon Mod Tool Damage Bonus''' + '''Weapon Damage Bonus''' | Damage Bonus is: '''Player Character Damage Bonus''' + '''Weapon Mod Tool Damage Bonus''' + '''Weapon Damage Bonus''' | ||
Damage Multiplier is 0.6 + ('''Weapon | Damage Multiplier is: 0.6 + ('''Weapon Skill Attribute''' + '''Weapon''' '''Skill / 2''' + (If Melee Weapon its '''Tactics,''' if Ranged Weapon its '''Marksman,''' if Cane or Force Weapon its '''Casting''')) / 50 | ||
If the player has the Weapon/Ranged Mastery feat, additional damage is provided at a rate of '''0.05 x (Weapon/Ranged Mastery Rank).''' <sub>''(Effectively, +0.05 or +0.10)''</sub> | If the player has the Weapon/Ranged Mastery feat, additional damage is provided at a rate of '''0.05 x (Weapon/Ranged Mastery Rank).''' <sub>''(Effectively, +0.05 or +0.10)''</sub> | ||
Accuracy is (''' | Accuracy is: ('''Dexterity''' or '''Will if Cane''') / 4 + '''Weapon Skill Attribute''' / 3 + (If Melee Weapon '''Tactics''', if Ranged Weapon '''Marksman''', if '''Cane''' or Force Weapon '''Magic Device''') | ||
If it's '''Cane''' accuracy | If it's '''Cane''' accuracy additional + 50 | ||
To Hit Bonus is '''Character To Hit Bonus''' + '''Weapon To Hit Bonus''' + '''Ammo To Hit Bonus''' (if load with ammo) | To Hit Bonus is: '''Character To Hit Bonus''' + '''Weapon To Hit Bonus''' + '''Ammo To Hit Bonus''' (if load with ammo) | ||
Damage Bonus is '''Character Damage Bonus''' + '''Weapon Damage Bonus''' + '''Ammo Damage Bonus''' (if load with ammo) | Damage Bonus is: '''Character Damage Bonus''' + '''Weapon Damage Bonus''' + '''Ammo Damage Bonus''' (if load with ammo) | ||
Penetration is '''Character Penetration''' + '''Weapon Penetration''' | Penetration is: '''Character Penetration''' + '''Weapon Penetration''' | ||
==Spellcasting/ | ==Spellcasting/Spellpower== | ||
This is line 44 of Ability.cs | |||
Here we have the code that describes which formula it uses to determine the spellpower of an NPC's spell<syntaxhighlight lang="c#" line="1"> | |||
public override int GetPower(Card c) | |||
{ | |||
int num = base.Value * 8 + 50; | |||
if (!c.IsPC) | |||
{ | |||
num = Mathf.Max(num, c.LV * 6 + 30); | |||
if (c.IsPCFactionOrMinion && !base.source.aliasParent.IsEmpty()) | |||
{ | |||
num = Mathf.Max(num, c.Evalue(base.source.aliasParent) * 4 + 30); | |||
} | |||
} | |||
num = EClass.curve(num, 400, 100, 75); | |||
if (this is Spell) | |||
{ | |||
num = num * (100 + c.Evalue(411)) / 100; | |||
} | |||
return num; | |||
} | |||
</syntaxhighlight>Here we have the curve function:<syntaxhighlight lang="c#" line="1"> | |||
public static int curve(int a, int start, int step, int rate = 75) | |||
{ | |||
if (a <= start) | |||
{ | |||
return a; | |||
} | |||
for (int i = 0; i < 10; i++) | |||
{ | |||
int num = start + i * step; | |||
if (a <= num) | |||
{ | |||
return a; | |||
} | |||
a = num + (a - num) * rate / 100; | |||
} | |||
return a; | |||
} | |||
</syntaxhighlight>Spellpower is curve( ('''Spell Level''' x 8 + 50), 400, 100, 75 ) x (100 + '''Spell Enhance Enchanement''') / 100 if it's Player Character | |||
Spellpower is the larger one between '''Spell Level''' x 8 + 50 or '''Char Level''' x 6 + 30 or '''Main Attribute''' x 4 + 30 if it's not the Player Character | |||
About '''curve function:''' '''<code>curve(a, start, step, rate)</code>''' | |||
Set <code>i = 0</code>. Calculate <code>num = start + i * step</code>. When <code>a</code> exceeds <code>num</code>, the excess portion needs to be multiplied by <code>rate / 100</code>. Then increment <code>i</code> by 1. Repeat the above steps 10 times | |||
In simple terms, this function is used to compress numerical values. The slope of the function's curve gradually decreases to <code>(rate / 100)^10</code> | |||
== Spellcasting/Damaging Spells == | |||
Dice number, dice sides and damage bonus are rounded down. | |||
[[File:Damage of different types of spells as of EA23.71.png|thumb|upright=5.0|Damage of different types of spells as of EA23.71, including standard deviation. The parameter is fixed at MAG = 100, x-axis for spell level, and y-axis for average damage.]] | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
| Line 256: | Line 559: | ||
| | | | ||
|Damage once per turn | |Damage once per turn | ||
|- | |||
|Breath | |||
|1+Spellpower/80+Attribute/20 | |||
|6+Spellpower/100 | |||
|Attribute/4 | |||
|Damage all targets in a 7 tiles long 35° cone from the caster | |||
|- | |- | ||
|Meteor | |Meteor | ||
| Line 267: | Line 576: | ||
|- | |- | ||
|Earthquake | |Earthquake | ||
| | |1+Spellpower/30 | ||
| | |2+Attribute/3 | ||
| | | | ||
|Always Imapct element | |Always Imapct element | ||
| Line 293: | Line 602: | ||
|- | |- | ||
|Cure Minor Wounds | |Cure Minor Wounds | ||
|1+Spellpower/50+ | |1+Spellpower/50+Will/30 | ||
|5+Spellpower/40 | |5+Spellpower/40 | ||
|Spellpower/30 | |Spellpower/30 | ||
| Line 299: | Line 608: | ||
|- | |- | ||
|Cure Heavy Wounds | |Cure Heavy Wounds | ||
|2+Spellpower/40+ | |2+Spellpower/40+Will/25 | ||
|6+Spellpower/30 | |6+Spellpower/30 | ||
|Spellpower/25 | |Spellpower/25 | ||
| Line 305: | Line 614: | ||
|- | |- | ||
|Cure Critical Wounds | |Cure Critical Wounds | ||
|3+Spellpower/35+ | |3+Spellpower/35+Will/20 | ||
|7+Spellpower/25 | |7+Spellpower/25 | ||
|Spellpower/20 | |Spellpower/20 | ||
| Line 311: | Line 620: | ||
|- | |- | ||
|Healing | |Healing | ||
|4+Spellpower/30+ | |4+Spellpower/30+Will/15 | ||
|8+Spellpower/20 | |8+Spellpower/20 | ||
|Spellpower/15 | |Spellpower/15 | ||
| Line 317: | Line 626: | ||
|- | |- | ||
|Healing of 《Eris》 | |Healing of 《Eris》 | ||
|5+Spellpower/25+ | |5+Spellpower/25+Will/10 | ||
|9+Spellpower/15 | |9+Spellpower/15 | ||
|Spellpower/10 | |Spellpower/10 | ||
| Line 323: | Line 632: | ||
|- | |- | ||
|Healing of 《Odina》 | |Healing of 《Odina》 | ||
|6+Spellpower/20+ | |6+Spellpower/20+Will/5 | ||
|10+Spellpower/10 | |10+Spellpower/10 | ||
|Spellpower/5 | |Spellpower/5 | ||
| Line 329: | Line 638: | ||
|- | |- | ||
|Healing of 《Jure》 | |Healing of 《Jure》 | ||
|8+Spellpower/10+ | |8+Spellpower/10+Will | ||
|15+Spellpower/5 | |15+Spellpower/5 | ||
|Spellpower | |Spellpower | ||
| | | | ||
|- | |- | ||
| | |Nature's Embrace | ||
|1+Spellpower/125 | |1+Spellpower/125 | ||
|4+Spellpower/75 | |4+Spellpower/75 | ||
| | | | ||
| | | | ||
|} | |||
== Spellcasting/Buff Spells == | |||
{| class="wikitable" | |||
|+ | |||
!Type | |||
!Power | |||
!Duration | |||
!Notes | |||
|- | |||
|Intonation of (Element) | |||
|(CHA/40 + 1)*5 | |||
|Spellpower/25 + 8 | |||
|The power in this case is the resistance it provides | |||
|- | |||
|Telepathy | |||
| | |||
|Spellpower/5 + 15 | |||
| | |||
|- | |||
|Invisibility | |||
|Spellpower/30 + 5 | |||
|Spellpower/12 + 6 | |||
| | |||
|- | |||
|See Invisible | |||
|Spellpower/40 + 6 | |||
|Spellpower/6 + 12 | |||
| | |||
|- | |||
|Disguise | |||
| | |||
|Spellpower/2 + 20 | |||
| | |||
|- | |||
|Cat's Eye | |||
|Spellpower/30 + 5 | |||
|Spellpower*3 | |||
| | |||
|- | |||
|Holy Veil | |||
| | |||
|Spellpower/6 + 5 | |||
| | |||
|- | |||
|Elemental Shield | |||
|Spellpower/200 + 5 | |||
|Spellpower/15 + 8 | |||
|The power in this case is the resistance it provides for all three types | |||
|- | |||
|Hero | |||
|STR: Spellpower/30 + 5 | |||
DEX: Spellpower/30 + 5 | |||
|Spellpower/4 + 10 | |||
| | |||
|- | |||
|Levitation | |||
| | |||
|Spellpower/5 + 10 | |||
| | |||
|- | |||
|Holy Shield | |||
|Spellpower/15 + 15 | |||
|Spellpower/3 + 10 | |||
| | |||
|- | |||
|Divine Wisdom | |||
|MAG: Spellpower/40 + 6 | |||
LER: Spellpower/40 + 6 | |||
LIT: Spellpower/40 + 3 | |||
|Spellpower/4 + 10 | |||
| | |||
|- | |||
|Broomification | |||
| | |||
|Spellpower + 30 | |||
| | |||
|} | |||
The cells with empty Power entries do not scale. | |||
== Spellcasting/Debuff Spells == | |||
{| class="wikitable" | |||
|+ | |||
!Type | |||
!Power | |||
!Duration | |||
!Notes | |||
|- | |||
|Miasma | |||
| | |||
|Spellpower/100 + 5 | |||
| | |||
|- | |||
|Gravity | |||
| | |||
|Spellpower/20 + 10 | |||
| | |||
|- | |||
|Silence | |||
| | |||
|Spellpower/80 + 5 | |||
| | |||
|- | |||
|Weakness | |||
| | |||
|Spellpower/50 + 10 | |||
| | |||
|- | |||
|Bane | |||
|Spellpower/30 + 50 | |||
|Spellpower/50 + 10 | |||
|The power in this case is the luck it reduces | |||
|- | |||
|Excommunicate | |||
| | |||
|Spellpower/50 + 20 | |||
| | |||
|- | |||
|Elemental Scar | |||
|Spellpower/100 + 5 | |||
|Spellpower/40 + 8 | |||
|The power in this case is the resistance it reduces for all three types | |||
|} | |||
==Spellcasting/Summoning Spells== | |||
<syntaxhighlight lang="c#" line="1"> | |||
case EffectId.Funnel: | |||
{ | |||
if (EClass._zone.CountMinions(CC) > CC.MaxSummon || CC.c_uidMaster != 0) | |||
{ | |||
CC.Say("summon_ally_fail", CC, null, null); | |||
return; | |||
} | |||
CC.Say("spell_funnel", CC, element.Name.ToLower(), null); | |||
CC.PlaySound("spell_funnel", 1f, true); | |||
Chara chara = CharaGen.Create("bit", -1); | |||
chara.SetMainElement(element.source.alias, element.Value, true); | |||
chara.SetSummon(20 + power / 20 + EClass.rnd(10)); | |||
chara.SetLv(power / 15); | |||
EClass._zone.AddCard(chara, tp.GetNearestPoint(false, false, true, false)); | |||
chara.PlayEffect("teleport", true, 0f, default(Vector3)); | |||
chara.MakeMinion(CC, MinionType.Default); | |||
return; | |||
} | |||
</syntaxhighlight> | |||
{| class="wikitable" | |||
|+ | |||
!Type | |||
!Duration | |||
!Level | |||
!Notes | |||
|- | |||
|Summon Funnels | |||
|20 + rnd (10) + Spellpower / 20 | |||
|Spellpower / 15 | |||
| | |||
|- | |||
|Summon Animal | |||
|Until it dies | |||
|Spell Level * (100 + Spellpower / 10) / 100 + Spellpower / 30 | |||
| | |||
|- | |||
|Summon Undead Younger Sisters | |||
|Until it dies | |||
|Spell Level * (100 + Spellpower / 10) / 100 + Spellpower / 30 | |||
| | |||
|- | |||
|Summon Shadow | |||
|Until it dies | |||
|Spellpower / 10 + 1 | |||
|Use Suicide Explostion attack | |||
|} | |} | ||
Note that summons other than Funnels has infinite duration | |||
[[Category:EN]] | [[Category:EN]] | ||
[[Category:Elin Spoiler]] | [[Category:Elin Spoiler]] | ||