升龙踢Active
DASHKICK
施展最多两段的组合技能。连技状态于2s后重置。
第一段升龙踢:
朝目标位置冲刺,并踢击所有敌人,对2.5m半径范围内的所有敌人造成344物理伤害。
成功击中至少一个敌人以继续连技。
第二段升龙拳:
朝目标位置跳跃。
对2.5m半径范围内的所有敌人造成254物理伤害。
击飞所有被击中的敌人,持续0.5s。
Stats
| Energy cost | 11 |
|---|---|
| Cooldown | 4 s |
| Cast time | Instant |
| Range | 1.5–4 m |
| Target | Ground |
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.
禅师级格斗手套禅师级战斗护腕禅师级尖刺护手禅师级熊卫士之击禅师级炼狱火之手禅师级乌鸦之爪禅师级阿瓦隆之拳禅师级力量脉冲护腕
Granted by(8)
Advanced view
Where each number comes from, and the arithmetic behind it. How this works
| # | Source | Base | Progression | Result |
|---|---|---|---|---|
| {0} | $DASHKICK_FOLLOW_UP.multispell[0].timewindow | 2 | — | 2s |
| {1} | $DASHKICK_FOLLOW_UP.directattributechange[0].change | -95 | ×3.626 | 344 |
| {2} | $DASHKICK_IMPACT.applyspell[0].effectarearadius | 2.5 | — | 2.5m |
| {3} | $DASHKICK_UPPERCUT_IMPACT.directattributechange[0].change | -70 | ×3.626 | 254 |
| {4} | $DASHKICK_UPPERCUT_IMPACT.directattributechange[0].effectarearadius | 2.5 | — | 2.5m |
| {5} | $DASHKICK_UPPERCUT_KNOCKBACK.knockback[0].duration | 0.5 | — | 0.5s |
Ability definition
{
"@uniquename": "DASHKICK",
"@target": "ground",
"@castingtime": "0",
"@hitdelay": "0",
"@standtime": "0",
"@disruptionfactor": "0",
"@recastdelay": "4",
"@energyusage": "3",
"@castrangemin": "1.5",
"@castrange": "4",
"@uitype": "damage",
"@category": "instant",
"@adjustgroundtargettorange": "true",
"@showrange": "true",
"@descriptionlocatag": "@SPELLS_DASHKICK_TEST_DESC",
"@statblock": "@SPELLS_STATBLOCK_SEQUENCE_1_2",
"@autoattackcooldownaftercasting": "Trigger",
"@controllerpreferredtarget": "enemy",
"@controllerpreferredcastdirection": "targetthenlookdirection",
"@controllerselfcastable": "true",
"locareferences": {
"statblock": {
"locareference": [
{
"@tag": "$$DASHKICK.energyusage$"
},
{
"@tag": "$$DASHKICK_UPPERCUT.energyusage$"
},
{
"@tag": "$$DASHKICK.castingtime$"
},
{
"@tag": "$$DASHKICK_UPPERCUT.castingtime$"
},
{
"@tag": "$$DASHKICK.castrange$"
},
{
"@tag": "$$DASHKICK_UPPERCUT.castrange$"
},
{
"@tag": "$$DASHKICK_FOLLOW_UP.multispell[0].timeoutcooldown$"
},
{
"@tag": "$$DASHKICK_UPPERCUT.recastdelay$"
}
]
}
},
"nop": {
"@target": "enemy",
"@effectarearadius": "2.5",
"@showarearadius": "true"
},
"dash": {
"@movespeed": "20",
"@ruleset": "constanttime",
"@animID": "forwardkick",
"@standtime": "0.1",
"@endeffecttarget": "moving",
"@endeffect": "DASHKICK_IMPACT",
"@scaleAnim": "true",
"IfOwnLoadPercent": {
"@op": "less",
"@value": "150"
}
}
}