Skills: Difference between revisions

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1. FCT (Fixed Cast Time):
=== 1. FCT (Fixed Cast Time): ===
 
The base casting time of a skill before any delays. It’s the minimum amount of time it takes for the skill to finish casting — basically, the skill’s animation length.
The base casting time of a skill before any delays. It’s the minimum amount of time it takes for the skill to finish casting — basically, the skill’s animation length.


2. VCT (Variable Cast Time):
=== 2. VCT (Variable Cast Time): ===
 
Additional cast time that depends on your cast speed, which is influenced by your equipment, cards, and buffs. <br>
Additional cast time that depends on your cast speed, which is influenced by your equipment, cards, and buffs. The higher your cast speed, the less VCT you have. VCT is added on top of the FCT but gets reduced as your cast speed increases.
The higher your cast speed, the less VCT you have. VCT is added on top of the FCT but gets reduced as your cast speed increases. <br>
 
Formula: <br>
Formula:
Total Cast Time = FCT + VCT (with VCT decreasing as cast speed increases)
Total Cast Time = FCT + VCT (with VCT decreasing as cast speed increases)
 
 
3. ACD (After Cast Delay) / After Skill Delay:
 
This is the delay right after you finish casting a skill before you can perform your next action (move, attack, or cast another skill). You cannot cancel this delay, and it’s separate from the casting animation itself.
 
For example, if a skill has an ACD of 300ms, after the cast animation ends, you must wait 300ms before acting again.
ACD can sometimes be reduced by stats, buffs, or equipment effects, but not always
 
4. After Attack Delay (AAD) / Attack Delay:
 
This delay happens after you perform a physical attack. It’s the time you must wait before attacking again or doing another action.
 
Different weapons and your attack speed (ASPD) affect this delay.
The higher your ASPD, the shorter the After Attack Delay.
Like ACD, this delay prevents immediate follow-up actions right after an attack.---
Summary of What Happens When You Use Skills or Attack:
 
'''Summary of What Happens When You Use Skills or Attack:'''
 
'''Using a skill: You first have the Cast Time (FCT + VCT), then After Cast Delay (ACD) before you can do anything else.'''
'''Physical attack: You have your Attack animation (usually instant or very fast), then After Attack Delay (AAD) before the next action.'''
 
5. Cooldown (CD):
Cooldown is the fixed waiting time after using a skill before you can use that skill again. Unlike cast times or delays, cooldown is usually not affected by your stats, cast speed, or attack speed.
 
It’s a set timer unique to each skill.
 
Even if you have fast cast speed or delay reduction, the cooldown remains the same.
 
Some special items or buffs in rare cases can reduce cooldown, but in general, cooldown is fixed.
 
You cannot cancel or skip cooldown by moving, attacking, or using other skills.
 
6. Additional Key Info:


ASPD (Attack Speed):
===  3. ACD (After Cast Delay) / After Skill Delay: ===
This is the delay right after you finish casting a skill before you can perform your next action (move, attack, or cast another skill).  <br>
You cannot cancel this delay, and it’s separate from the casting animation itself. <br>
For example, if a skill has an ACD of 300ms, after the cast animation ends, you must wait 300ms before acting again. <br>
ACD can sometimes be reduced by stats, buffs, or equipment effects, but not always.


ASPD determines how fast your character performs physical attacks.
=== 4. After Attack Delay (AAD) / Attack Delay: ===
This delay happens after you perform a physical attack. It’s the time you must wait before attacking again or doing another action. <br>
Different weapons and your attack speed (ASPD) affect this delay. <br>
The higher your ASPD, the shorter the After Attack Delay. <br>
Like ACD, this delay prevents immediate follow-up actions right after an attack. <br>
Summary of What Happens When You Use Skills or Attack:  <br>


Higher ASPD means shorter After Attack Delay, allowing you to attack more frequently.
* Using a skill: You first have the Cast Time (FCT + VCT), then After Cast Delay (ACD) before you can do anything else.
* Physical attack: You have your Attack animation (usually instant or very fast), then After Attack Delay (AAD) before the next action.


ASPD does not affect cast times, but it does affect the delay after attacking.
=== 5. Cooldown (CD): ===
Cooldown is the fixed waiting time after using a skill before you can use that skill again.  <br>
Unlike cast times or delays, cooldown is usually not affected by your stats, cast speed, or attack speed.  <br>
It’s a set timer unique to each skill.  <br>
Even if you have fast cast speed or delay reduction, the cooldown remains the same. <br>
Some special items or buffs in rare cases can reduce cooldown, but in general, cooldown is fixed. <br>
You cannot cancel or skip cooldown by moving, attacking, or using other skills. <br>


Attack Delay and Skills:
=== 6. Additional Key Info: ===
==== ASPD (Attack Speed): ====
ASPD determines how fast your character performs physical attacks. <br>
Higher ASPD means shorter After Attack Delay, allowing you to attack more frequently. <br>
ASPD does not affect cast times, but it does affect the delay after attacking. <br>


After Attack Delay (AAD) is the wait time after a physical attack before you can act again.
==== Attack Delay and Skills: ====
After Attack Delay (AAD) is the wait time after a physical attack before you can act again. <br>


'''For some skills that involve multiple hits or continuous attacks, the attack delay influences how fast the skill animation plays and how quickly the next hit or skill stage happens.'''
For some skills that involve multiple hits or continuous attacks, the attack delay influences how fast the skill animation plays and how quickly the next hit or skill stage happens. <br>
This means your ASPD can indirectly speed up certain skill animations or combos by reducing the delay between hits.


'''This means your ASPD can indirectly speed up certain skill animations or combos by reducing the delay between hits.
==== Different meaning of Crit Mulitipliers ====
'''
{| class="wikitable"
|+
!CRI
!CRT
!C.Rate
|-
|CRI (Critical Rate  Stat Window)= CRI means critical rate (how big is the chance that your attack crits). Its not C.Rate. Your crit minus the crit shield of your target (@mi MonsterID to see the Crit Shield) shows the percentage that your hit crits
Example: 100 CRI (Critical Rate) = 100% Crit + Crit Shield of your target
|CRT= Its a trait stat, every 1 point put into crt provides h. plus, and every 3 points increases C. Rate (critical damage) by 1
|C.Rate (Trait Window)= No, its not the same as "CRI". C.Rate means critical damage - more C.Rate --> your critical attack does more dmg | your base crit damage is 140% with 10 C.Rate you ll have 150% base crit damage
|}

Latest revision as of 10:34, 5 September 2025

1. FCT (Fixed Cast Time):

The base casting time of a skill before any delays. It’s the minimum amount of time it takes for the skill to finish casting — basically, the skill’s animation length.

2. VCT (Variable Cast Time):

Additional cast time that depends on your cast speed, which is influenced by your equipment, cards, and buffs.
The higher your cast speed, the less VCT you have. VCT is added on top of the FCT but gets reduced as your cast speed increases.
Formula:

Total Cast Time = FCT + VCT (with VCT decreasing as cast speed increases)

3. ACD (After Cast Delay) / After Skill Delay:

This is the delay right after you finish casting a skill before you can perform your next action (move, attack, or cast another skill).
You cannot cancel this delay, and it’s separate from the casting animation itself.
For example, if a skill has an ACD of 300ms, after the cast animation ends, you must wait 300ms before acting again.
ACD can sometimes be reduced by stats, buffs, or equipment effects, but not always.

4. After Attack Delay (AAD) / Attack Delay:

This delay happens after you perform a physical attack. It’s the time you must wait before attacking again or doing another action.
Different weapons and your attack speed (ASPD) affect this delay.
The higher your ASPD, the shorter the After Attack Delay.
Like ACD, this delay prevents immediate follow-up actions right after an attack.
Summary of What Happens When You Use Skills or Attack:

  • Using a skill: You first have the Cast Time (FCT + VCT), then After Cast Delay (ACD) before you can do anything else.
  • Physical attack: You have your Attack animation (usually instant or very fast), then After Attack Delay (AAD) before the next action.

5. Cooldown (CD):

Cooldown is the fixed waiting time after using a skill before you can use that skill again.
Unlike cast times or delays, cooldown is usually not affected by your stats, cast speed, or attack speed.
It’s a set timer unique to each skill.
Even if you have fast cast speed or delay reduction, the cooldown remains the same.
Some special items or buffs in rare cases can reduce cooldown, but in general, cooldown is fixed.
You cannot cancel or skip cooldown by moving, attacking, or using other skills.

6. Additional Key Info:

ASPD (Attack Speed):

ASPD determines how fast your character performs physical attacks.
Higher ASPD means shorter After Attack Delay, allowing you to attack more frequently.
ASPD does not affect cast times, but it does affect the delay after attacking.

Attack Delay and Skills:

After Attack Delay (AAD) is the wait time after a physical attack before you can act again.

For some skills that involve multiple hits or continuous attacks, the attack delay influences how fast the skill animation plays and how quickly the next hit or skill stage happens. 
This means your ASPD can indirectly speed up certain skill animations or combos by reducing the delay between hits.

Different meaning of Crit Mulitipliers

CRI CRT C.Rate
CRI (Critical Rate Stat Window)= CRI means critical rate (how big is the chance that your attack crits). Its not C.Rate. Your crit minus the crit shield of your target (@mi MonsterID to see the Crit Shield) shows the percentage that your hit crits

Example: 100 CRI (Critical Rate) = 100% Crit + Crit Shield of your target

CRT= Its a trait stat, every 1 point put into crt provides h. plus, and every 3 points increases C. Rate (critical damage) by 1 your base crit damage is 140% with 10 C.Rate you ll have 150% base crit damage