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{{ | {{Outdated}} | ||
__NOTOC__{{Languages|Knockdown}} | |||
== What's a Knockdown? == | == What's a Knockdown? == | ||
'''Knockdown''' (abbreviated as KD) occurs when using a certain attack that knocks down or when a certain amount of attacks has been reached. The reason this exists is to prevent infinite combos. It's best to not knockdown a monster/opponent since this leads to reduced damage while the enemy is on the ground (in PvE) or a combo ending (in PvP). | |||
'''Knockdown''' (abbreviated as KD) occurs when using a certain attack that | <br> | ||
== Conditions == | == Conditions == | ||
*The target will automatically knockdown when: | |||
**A knockdown attack has been used | |||
**Any hit '''after''' the knockdown counter limit has been reached: | |||
***PVP = 100 Max KD | |||
***PVE = 130 Max KD | |||
**Knockdown counter will reset after a knockdown from maxing the KD counter | |||
***If the Knockdown counter is breached while in mid-air, the target will fall more quickly. | |||
<br> | |||
== Reducing Knockdown == | |||
*Certain characters have skill or attacks that can reduce the knockdown counter | |||
*Most attacks that knockdown, be the target in midair or not, will reduce KD | |||
*As of S4, most vertical launches will extend the KD counter by 34% with a 15% descale and 34% counter reduction upon X drop. The way that this work is that with the KD limit at 100 and at 130, for PvP and PvE respectively, launching does not in fact reduce KD, it extends the KD by 34%, meaning in PvP it is a 134 cap with a 15% descale over 2.5 second for the next 15 seconds, and this means that with the 130 KD cap in PvE, it will extend the cap to 174.2 KD with a descale of 12.8% over 3.1 seconds for the next 30 seconds. | |||
*As a remnant of Season 1, if you approach and/or cross the KD limit while comboing and land an attack that has two or more hits connecting in the same frame of animation, like Sniping Ranger's [[Arc Shot]], Weapon Taker's [[Napalm Grenade]], Ara's [[Energy Absorption]], the third hit of Code Nemesis' {{CX}}{{CX}}{{CZ}} combo etc, it will reset the KD counter to 0. | |||
**Example: Consider that the KD value on Ara's standing {{CX}} is 9.2. Comboing {{CX}} 11 times will account for a total KD value of 101.2. Using Energy Absorption here will reset the KD to 0. | |||
<br> | |||
== | |||
{ | |||
{ | |||
{ | |||
{ | |||
{ | |||
{ | |||
{| | == Legend == | ||
{| cellpadding=5 border=1 style="border-collapse:collapse; border-style:solid" | |||
|- | |- | ||
! | ! align=left colspan=2 | Name | ||
! | ! Description | ||
|- | |- | ||
| | | rowspan=4 | Launch Attack | ||
| | ! LA | ||
| Launch opponent vertically into the air (High chance of continuing combo) | |||
|- | |- | ||
! LA1 | |||
| | | Launch opponent horizontally left either/or right | ||
|- | |- | ||
! LA2 | |||
| Launch opponent horizontally left either/or right into the air | |||
|- | |- | ||
! | ! LA3 | ||
| Launch opponent diagonally into the air or ground(High chance of continuing combo) | |||
|- | |- | ||
| | | Pass | ||
| | ! P | ||
| An attack that will move you through your opponent (High chance of continuing combo) | |||
|- | |- | ||
| | | Knockdown | ||
| | ! KD | ||
| Knockdowns | |||
|- | |- | ||
| | | Reset | ||
! R | |||
| Resets the KD counter when used '''after''' the limit has been reached | |||
|} | |} | ||
<br> | |||
== | == Knockdown Values == | ||
'''Any blank values mean the current S4 value is currently unknown'''. Too many of them changed with S4, and some very significantly, so it is required that everything is tested from scratch.<br><br> | |||
All actives and special actives have a value of 0 KD by default, unless specified otherwise. | |||
*Speculation* In S4, there seems to be new type of system: staling. Staling is reserved only for moves that previously had 0 KD but did not incur a launch or a KD, an example of would be Rune Slayer's >>^xZ rune. Though it may seem that this move now has KD, it does not actually add to the KD counter, but it will still cause a KD should you use it too many time in a row. Meaning that as long as the move is used in moderation with other moves, it will still not add KD. | |||
==== | {{Tabs | ||
|tab1=Elsword | |||
|contents1={{KD1}} | |||
|tab2=Aisha | |||
|contents2={{KD2}} | |||
|tab3=Rena | |||
|contents3={{KD3}} | |||
|tab4=Raven | |||
|contents4={{KD4}} | |||
|tab5=Eve | |||
|contents5={{KD5}} | |||
|tab6=Chung | |||
|contents6={{KD6}} | |||
|tab7=Ara | |||
|contents7={{KD7}} | |||
|tab8=Elesis | |||
|contents8={{KD8}} | |||
|tab9=Add | |||
|contents9={{KD9}} | |||
|tab10=Lu/Ciel | |||
|contents10={{KD10}} | |||
|tab11=Rose | |||
|contents11={{KD11}} | |||
|tab12=Ain | |||
|contents12={{KD12}} | |||
}} | |||
<br> | |||
{{Guides}} | {{Guides}} |
Latest revision as of 10:28, 19 March 2022
What's a Knockdown?
Knockdown (abbreviated as KD) occurs when using a certain attack that knocks down or when a certain amount of attacks has been reached. The reason this exists is to prevent infinite combos. It's best to not knockdown a monster/opponent since this leads to reduced damage while the enemy is on the ground (in PvE) or a combo ending (in PvP).
Conditions
- The target will automatically knockdown when:
- A knockdown attack has been used
- Any hit after the knockdown counter limit has been reached:
- PVP = 100 Max KD
- PVE = 130 Max KD
- Knockdown counter will reset after a knockdown from maxing the KD counter
- If the Knockdown counter is breached while in mid-air, the target will fall more quickly.
Reducing Knockdown
- Certain characters have skill or attacks that can reduce the knockdown counter
- Most attacks that knockdown, be the target in midair or not, will reduce KD
- As of S4, most vertical launches will extend the KD counter by 34% with a 15% descale and 34% counter reduction upon X drop. The way that this work is that with the KD limit at 100 and at 130, for PvP and PvE respectively, launching does not in fact reduce KD, it extends the KD by 34%, meaning in PvP it is a 134 cap with a 15% descale over 2.5 second for the next 15 seconds, and this means that with the 130 KD cap in PvE, it will extend the cap to 174.2 KD with a descale of 12.8% over 3.1 seconds for the next 30 seconds.
- As a remnant of Season 1, if you approach and/or cross the KD limit while comboing and land an attack that has two or more hits connecting in the same frame of animation, like Sniping Ranger's Arc Shot, Weapon Taker's Napalm Grenade, Ara's Energy Absorption, the third hit of Code Nemesis' combo etc, it will reset the KD counter to 0.
Legend
Name | Description | |
---|---|---|
Launch Attack | LA | Launch opponent vertically into the air (High chance of continuing combo) |
LA1 | Launch opponent horizontally left either/or right | |
LA2 | Launch opponent horizontally left either/or right into the air | |
LA3 | Launch opponent diagonally into the air or ground(High chance of continuing combo) | |
Pass | P | An attack that will move you through your opponent (High chance of continuing combo) |
Knockdown | KD | Knockdowns |
Reset | R | Resets the KD counter when used after the limit has been reached |
Knockdown Values
Any blank values mean the current S4 value is currently unknown. Too many of them changed with S4, and some very significantly, so it is required that everything is tested from scratch.
All actives and special actives have a value of 0 KD by default, unless specified otherwise.
- Speculation* In S4, there seems to be new type of system: staling. Staling is reserved only for moves that previously had 0 KD but did not incur a launch or a KD, an example of would be Rune Slayer's >>^xZ rune. Though it may seem that this move now has KD, it does not actually add to the KD counter, but it will still cause a KD should you use it too many time in a row. Meaning that as long as the move is used in moderation with other moves, it will still not add KD.
Elsword
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Sword Knight
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Lord Knight
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Knight Emperor
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Magic Knight
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Rune Slayer
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Rune Master
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Sheath Knight
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Infinity Sword
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Immortal
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