若返りの疾走Active
SPRINTHOT
ダッシュを開始し、移動速度が80%上昇し、5sに渡って体力が103治癒します。
Stats
| Cooldown | 30 s |
|---|---|
| Cast time | Instant |
| Target | Self |
Numbers shown for
Ability damage and healing scale with the weapon carrying them; a sword multiplies them by more than a bow. Select a weapon for its figures.
ソルジャーブーツ(老熟)収穫人のワークブーツ(老熟)漁師のワークブーツ(老熟)皮剥ぎ屋のワークブーツ(老熟)採掘者のワークブーツ(老熟)採石者のワークブーツ(老熟)きこりのワークブーツ(老熟)騎士のブーツ(老熟)ガーディアンブーツ(老熟)王家のブーツ(老熟)墓守のブーツ(老熟)デーモンブーツ(老熟)ダスクウィーバーのブーツ(老熟)法官のブーツ(老熟)武勇のブーツ(老熟)T8_SHOES_PLATE_PROTOTYPE
Granted by(16)
Advanced view
Where each number comes from, and the arithmetic behind it. How this works
| # | Source | Base | Progression | Result |
|---|---|---|---|---|
| {0} | buffovertime[0].value | 0.8 | — | 80% |
| {1} | attributechangeovertime[0].totalchange | 57.6 | ×1.791 | 103 |
| {2} | buffovertime[0].time | 5 | — | 5s |
Ability definition
{
"@uniquename": "SPRINTHOT",
"@bindtoitem": "true",
"@target": "self",
"@keepmovingaftercast": "true",
"@castingtime": "0",
"@hitdelay": "0",
"@standtime": "0",
"@disruptionfactor": "0",
"@recastdelay": "30",
"@energyusage": "0",
"@castrange": "0",
"@category": "movementbuff",
"@uitype": "movement",
"@assessment": "positive",
"@statblock": "@SPELLS_STANDARD_STATBLOCK",
"@spelleffectlocatag": "@SPELLS_SPRINTHOT_BUFF_DESC",
"@autoattackcooldownaftercasting": "Trigger",
"@controllerpreferredtarget": "neutral",
"buffovertime": {
"@type": "movespeedbonus",
"@value": "0.8",
"@target": "self",
"@time": "5"
},
"attributechangeovertime": {
"@target": "self",
"@attribute": "health",
"@change": "14.4",
"@initialinterval": "0.5",
"@interval": "1",
"@count": "4"
},
"spelleffectfx": {}
}