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Zero Skill Mechanics

Monolith11 edited this page Nov 6, 2021 · 44 revisions

Damage formula relationship

Condition: Normal Cast / Assist
Refer to: Alpha / Beta / Current

Code Skill Name Condition Refer to
a13 Shadow Strike (Projectile) Normal Current
a22 Spin Cutter (Projectile) Normal Alpha
a22 Spin Cutter (Projectile) Assist Alpha
a31 Rolling Curve (Projectile) Normal Impossible to check(so Alpha)
a31 Rolling Curve (Projectile) Assist Alpha
a32 Rolling Assaulter (Projectile) Normal Impossible to check(so Alpha)
a32 Rolling Assaulter (Projectile) Assist Alpha (fires twice, hit twice)
a41 Wind Cutter (Tornado) Normal Current
a41 Wind Cutter (Tornado) Assist Current
a43 Storm Break (Tornado) Normal Current
a43 Storm Break (Tornado) Assist Current
a43 Storm Break (Electric Area) Normal Current
a43 Storm Break (Electric Area) Assist Current
b12 Power Stamp (Shockwave) Normal Beta
b12 Power Stamp (Shockwave) Assist Beta
b22 Throwing Weapon Normal Current
b22 Throwing Weapon Assist Current
b43 Earth Break (Electric Area) Normal Current
b43 Earth Break (Electric Area) Assist Current
sr Shadow Rain Normal Current
51 Limit Break Normal Current
52 Joint Attack Normal Current
53 Shadow Flash Normal Current
54 Ego Weapon Normal Current

Assist Delay

Assist's AS is based on their own weapon(Alpha = 6, Beta = 8) and apply AS buff normally.

Assist delay has additional 60ms pre delay for first skill of assist and first skill of assist after moved by walk yourself.

a11, a12, b11, a21, b21, a31, b31, a41, a42, b41 doesn't apply skipActionFrame.
On the other hand, skills that has property that called as "isAuto", can apply skipActionFrame as well.
Specially b11 can be canceled by b12 after 360ms(can apply AS) because of a12 has skipFrame property for assist.
a31 always have 1050ms delay. (Couldn't find any reason)

For skills that have additional attacks, they can't be occured if occur timing is later than end of assist duration.
e.g. If assist character used b12 at near end of assist, shockwave doesn't occur.

Queue System

If main character used skill while assist character is on action, linked assist skill is thrown to the queue.
Assist character is guaranteed to use queued skill unless assist duration is over.
Additionally, if the queue received second skill, assist character cancels current action then use first queued skill.

  • Delay of a32 is reduced to 0ms if canceled a31 with this way.

Examples

with AS2, if main character used a11 a12 a13 a11 a12 a13 a11 a12 a13, result will be like this.

time main skill assist skill queue
0 a11 assist start delay b11
60 b11
330 a12 b12
690 a13 b11
900 b11
1020 a11 b11
1350 a12 b11 b12
1620 b12
1710 a13 b11
2040 a11 b11 b11
2370 a12 b11 b12
2640 b12(no shockwave)
2730 a13 b11
3060 end

Assist Time

Duration: 3s (estimated)
Cooldown: 3s + ping * 4 (estimated)

Critical Bind / Divine Leer

Can't apply Critical Bind if skills used as assist.
Can apply Divine Leer if skills used as assist.

Delay Cancel

  1. Make assist cooldown
  2. Use skill
  3. After assist cooldown ends, you can cancel delay by using assist

Cancelable skills: Any skill, except for Joint Attack(maybe)

about cancel with not learned skill

If you don't have cancel destination skill, you can't cancel.
e.g. If you didn't learned a13, you can't cancel a12.