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Ark Skill Mechanics
If you use the numerical value stated on the client as much as possible and assume the following specifications, you can get almost the same result as the actual game play.
- Maximum Gauge 1000
- Tick rate 1020ms
- (Lef) Heal per tick 13 / 14.3 with hyper (The test showed that it wasn't rounded)
- (Specter) Consume per tick 23
These skills have the effect that the gauge doesn't decrease during keydown as explained on skill description.
In addition, it consumes 2 ticks worth of gauge at the end of the keydown and preventing gauge consumption on the next tick.
Therefore, it's actually an additional consumption of 1 tick worth.
Ark's skill linking is implemented with cancelableTime, not skipActionFrame like common skill linking.
The linking using cancelableTime is that skills become possible to cancel after the time of cancelableTime has passed after using the skill regardless of the attack speed. (Pre-input is impossible)
The original delay and cancelableTime are as follows.
Skill Name | Base Delay | Final Delay(AS2) | Final Delay(AS0) | cancelableTime |
---|---|---|---|---|
Lef | ||||
Plain Charge Drive | 720 | 540 | 450 | 240 |
Endless Nightmare | 720 | 540 | 450 | 560 |
Scarlet Charge Drive | 690 | 540 | 450 | 500 |
Unstoppable Impulse | 720 | 540 | 450 | 560 |
Gust Charge Drive | 600 | 450 | 390 | 570 |
Abyss Charge Drive | 810 | 630 | 510 | 720 |
Specter | ||||
Ominous Dream/Vivid Dream | 720 | 540 | 450 | 240 |
Endless Dream | 720 | 540 | 450 | 180 |
Grievous Wound | 630 | 480 | 450 | 500 |
Tenacious Instinct | 720 | 540 | 420 | 560 |
Insatiable Hunger | 990 | 750 | 450 | 660 |
Creeping Terror(finish) | 750 | 570 | 480 | 360 |
Unbridled Chaos | 1080 | 810 | 690 | 720 |
Endless Agony(finish) | 1590 | 1200 | 1020 | 1050 |
For some skills, Final Delay is shorter than cancelableTime, making it impossible to linking. (No real harm)
In addition, from the test results, it seems that Battle Frenzy.z(210) is added to base cancelableTime for Plane Charge Drive and Ominous Dream/Vivid Dream/Endless Dream.
And reduced by 70 * Battle Frenzy stacks.
The formula for calculating the actual cancelableTime is as follows.
Plain Charge Drive: 240 + 210 - 70 * stack
Ominous Dream/Vivid Dream: 240 + 210 - 70 * stack
Endless Dream: 180 + 210 - 70 * stack
Isn't it a penalty to learn Battle Frenzy? You may think that, but be assured that such a thing will not occur in actual play. Apparently, the +210 part is hard coded.