DemonicDarkwraith
 ArchKnight DragonFable
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Timekiller Human Location: The Timekiller, Test of Killing Time Level: As player Damage: Scaled Damage Type: Pierce Element: Metal HP: Scaled MP: Scaled Experience rewarded: Scaled Gold rewarded: Scaled Stats STR: Level*5/8 DEX: Level*5/2 INT: Level*5/4 CHA: 150 LUK: Level*5/4 END: Level*5/2 WIS: 0 Offense Boost: 0% Bonus: 15 + Level/5 Crit: 20 + LUK/10 Damage Multipliers Non-Crit: [100+STR*3/20]% Dex: [100+DEX/40]% DoT: [100+DEX/4]% Crit: [175+INT/10]% Defense Melee: 10 * Level/90 + LUK/20 Pierce: 10 * Level/90 + LUK/20 Magic: 10 * Level/90 + LUK/20 Block: 10 * Level/90 + LUK/20 Parry: 10 * Level/90 + LUK/20 Dodge: 10 * Level/90 + LUK/20 Damage Reduction Non-Crit: 0% DoT: 0% Crit: 0% Resistances Shrink: 300 Attack Types Attack Type 1 / 1.1 - Applies 'Timetaker' (+25% Boost, +100 Crit) to himself for 3 turns; powers up before firing a laser to his target for 1 hit of 200% damage; applies 'Timetaken' (-20% Boost, -60 Bonus) to target for 2 turns. Attack Type 2 - Fires a spray of bolts to his target for 1 hit of 100% damage; if the hit lands, increases Charged Bolts by 1. Attack Type 3 - Fires two bolts to his target for 2 hits of 100% damage, amounting to 200% damage. Attack Type 4 - Tosses a grenade into the air before shooting it with his crossbow, blasting his target for 1 hit of 300% damage; applies 'Shattered Time' (-90 Melee/Pierce/Magic Avoidance, -90 Block/Parry/Dodge Defense) to target for 3 turns inclusive. Attack Type 5 / 5.1 - Fires a spray of bolts to his target before loading bolts for 1 hit of 100% damage; if the hit lands, increases Charged Bolts by 1; recharges 'Emergency Chronoshield' if it is recharging; purges 'Bolts Charged' from himself and permanently applies 'Bolts Loaded' (see other information) to himself. Attack Type 6 / 6.1 - Decreases Charged Bolts by 1; applies 'Speed Up' (+90 Melee/Pierce/Magic Avoidance, +90 Block/Parry/Dodge Defense) to himself for 3 turns; creates a barrier around himself before blasting target with electricity for 5 hits of 100% damage, amounting to 500% damage. Attack Type 7 - Decreases Charged Bolts by 1; applies 'Speed Up' (+90 Melee/Pierce/Magic Avoidance, +90 Block/Parry/Dodge Defense) to himself for 3 turns; fires two large bolts at target for 2 hits of 300% damage, amounting to 600% damage. Attack Type 8 - Decreases Charged Bolts by 1; applies 'Speed Up' (+90 Melee/Pierce/Magic Avoidance, +90 Block/Parry/Dodge Defense) to himself for 3 turns; rain down bolts at target for 2 hits of 150% damage, amounting to 300% damage; applies 'Ticking Decay' (a 50% Magic Silver DoT effect, -20 All Resist, +20 Health Resist) to target for 4 turns inclusive. Attack Type 9 - Decreases Charged Bolts by 1; applies 'Speed Up' (+90 Melee/Pierce/Magic Avoidance, +90 Block/Parry/Dodge Defense) to himself for 3 turns; fires a large laser at target for 2 hits of 300% damage, amounting to 600% damage; applies 'Shockwave T' to target, stunning it for 1 turn. Attack Type 10 / 10.1 - Decreases Charged Bolts by 1; fires a barrage of bolts to target before rewinding time to strike additional times for 18 hits of 50% damage, amounting to 900% damage, with +300 Crit. Attack Type 11 - Fires four bolts to his target for 4 hits of 100% damage, amounting to 400% damage. Attack Type 12 - Fires a barrage of bolts to his target for 8 hits of 100% damage, amounting to 800% damage. Other information The Timekiller begins the battle with the following permanent effects applied to himself: - 'Bolts Charged': While affected by this status effect, the Timekiller gains 1 Charged Bolts upon landing a hit from Attack Types 2 and 5. The Timekiller gains 3 Charged Bolts upon applying 'Bolts Charged'.
- After using Attack Type 5, 'Bolts Charged' is replaced by 'Bolts Loaded'. While affected by 'Bolts Loaded', the Timekiller consumes 1 Charged Bolts per turn on his rotation, up until it reaches 0.
- If there are 0 Charged Bolts remaining, 'Bolts Loaded' is replaced by 'Bolts Charged', with 3 Charged Bolts gained.
- Charged Bolts are capped to 5.
- 'Chronoshield Charged': While affected by this status effect, on certain conditions, the Timekiller applies 'Emergency Chronoshield' (+180 Melee/Pierce/Magic Avoidance) to himself for 2 turns at the start of his turn. (Pop-up: The Timekiller sets up an Emergency Chronoshield!)
- At least one of the following conditions must be met in order for the activation of 'Emergency Chronoshield':
- If the player was affected by the total sum of Bonus buffs that is greater than or equal to 60.
- If the player was affected by the total sum of Boost buffs that is greater than or equal to 20.
- If the player was affected by the total sum of Crit buffs that is greater than or equal to 50.
- If the Timekiller was affected by the total sum of negative Resistance debuffs (excluding Immobility and Health) that is less than or equal to -20.
- Additionally, the Timekiller purges 'Chronoshield Charged' and permanently applies 'Chronoshield Recharging', which prevents 'Emergency Chronoshield' from being applied until the usage of Attack Type 5; upon using that attack, 'Chronoshield Recharging' is purged and permanently applies 'Chronoshield Charged'. (Pop-up: The Timekiller's Emergency Chronoshield recharges!)
The Timekiller applies the following effects if he takes direct damage while stunned (including the first hit of a stun): (Pop-up: The Timekiller shakes off some of your stun!) - Removes all stun effects from himself.
- 'Stuck in Time': Stuns himself for 1 turn.
- Permanently applies 'Out of Time (+300 Immobility Resist) to himself.
On the last turn of either of Timekiller's rotations, if the Timekiller has fallen below a 10% HP threshold since its last application of 'Retime', it applies one of the following 'Retime' effects: - If the Timekiller's HP% is less than his target's, he applies 'Retime (Defensive)' (+25X% Boost, +10X% Non-Crit/DoT/Crit Damage Reduction) to himself for 6 turns inclusive.
- If the Timekiller's HP% is greater than his target's, he applies 'Retime (Offensive)' (+20X% Boost, +30X Bonus) to himself for 6 turns inclusive.
- X is equal to the 10% HP thresholds it has passed since its last application of 'Retime' and will reset to 0 upon its next application.
The Timekiller follows the skill rotations, which consists of 2 Phases that progress over time: - Phase 1 (Charged): Attack Type 1 -> Attack Type 2 -> Y -> Attack Type 4 -> Attack Type 5 -> Switch to Phase 2 (Loaded), with Y representing an alternate rotation consisting of Attack Types 3, 11, and 12 in sequence:
- Attack Type 3 is used in every [1n+1]th rotation.
- Attack Type 11 is used in every [1n+2]th rotation.
- Attack Type 12 is used in every [1n+3]th rotation.
- Phase 2 (Loaded): Attack Type 6 -> Attack Type 7 -> Attack Type 8 -> Attack Type 9 -> Attack Type 10 -> Switch to Phase 1 (Charged) rotation; this rotation can be switched to Charged rotation early if the Timekiller has 0 Charged Bolts remaining.
Thanks to Darkflarezero for 'Retime' information.
< Message edited by DemonicDarkwraith -- 7/5/2025 20:41:50 >
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