Template:SkillText/es: Difference between revisions

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<!-- Atributos de habilidad (Traits) -->
<!-- Atributos de habilidad (Traits) -->
   | Empowered = Damage increased to {{{2|}}}%
   | Empowered = El daño aumenta al {{{2|}}}%
   | Gigantic = Skill size increased to {{{2|}}}%
   | Gigantic = El tamaño aumenta al {{{2|}}}%
   | Light ={{#switch:{{{2|}}}
   | Light ={{#switch:{{{2|}}}
     | ECP = ECP Usage decreased to {{{3|}}}%
     | ECP = Consumo de ECP reducido al {{{3|}}}%
     | MP/DP = MP/DP Usage decreased to {{{3|}}}%
     | MP/DP = Consumo de PM/PD reducido al {{{3|}}}%
     | #default = MP Usage decreased to {{{2|}}}%
     | #default = Consumo de PM reducido al {{{2|}}}%
   }}
   }}
   | Heavy = Damage increased to {{{2|}}}%<br>Cooldown increased to {{{3|}}}%
   | Heavy = El daño aumenta al {{{2|}}}%<br>El tiempo de espera aumenta al {{{3|}}}%
   | Useful = Max Hits increased<br>Damage decreased to {{{2|}}}%
   | Useful = Cantidad de impactos aumentada<br>El daño se reduce al {{{2|}}}%
   | Enhanced = Se ejecuta 100% como impacto crítico<br>Se reduce el daño a un {{{2|}}}%
   | Enhanced = Se ejecuta 100% como impacto crítico<br>Se reduce el daño a un {{{2|}}}%
   | Reversed = MP Usage decreased to {{{2|}}}%<br>Cooldown increased to {{{3|}}}%
   | Reversed = Consumo de PM reducido al {{{2|}}}%<br>El tiempo de espera aumenta al {{{3|}}}%
   | Critical = {{#switch:{{{2|}}}
   | Critical = {{#switch:{{{2|}}}
     | ECP = ECP Usage increased to {{{3|}}}%<br>Skill will ignore defense and guard
     | ECP = El consumo de ECP aumenta al {{{3|}}}%<br>Skill will ignore defense and guard
     | #default = Consume un {{{2|}}}% del maná requerido<br>Se ignoran defensas y estados de guardia
     | #default = El consumo de MP aumenta al {{{2|}}}%<br>Se ignoran defensas y estados de guardia
   }}
   }}
   | Haste = Cooldown decreased to {{{2|}}}%
   | Haste = Tiempo de espera reducido al {{{2|}}}%
   | Regenerating (1) = Certain chance of regaining {{{2|}}}% of the MP Usage
   | Regenerating (1) = Pequeña probabilidad de recuperar el {{{2|}}}% de los PM utilizados
   | Regenerating (2) = Certain chance of lowering Cooldown to {{{2|}}}%
   | Regenerating (2) = Pequeña probabilidad de reducir el tiempo de espera al {{{2|}}}%
   | Ruthless = Skill will cancel Mana Break
   | Ruthless = Interrumpe la catra de maná del adversario
   | Evil = Skill will burn {{{2|}}} MP per hit
   | Evil = Consume {{{2|}}} PM del rival por impacto
   | Powerful = Super Armor added to the skill<br>Cooldown increased to {{{2|}}}%
   | Powerful = Evita que te interrumpan la habilidad<br>Tiempo de espera aumentado al {{{2|}}}%
   | Killing Blow (1) = Skill effect's duration increased to {{{2|}}}%
   | Killing Blow (1) = La duración del efecto de la habilidad aumenta al {{{2|}}}%
   | Killing Blow (2) = Skill effect's effectiveness increased by {{{2|}}}%
   | Killing Blow (2) = Los efectos de la habilidad aumentan un {{{2|}}}%
   | Absorbing =MP Gain of the skill increased to {{{2|}}}%
   | Absorbing =La regeneración de PM de la habilidad aumenta al {{{2|}}}%
   | Persistent =Skill will reduce {{{2|}}} KD per hit
   | Persistent =Reduce el valor de KO en {{{2|}}} por golpe
   | Awakened = Skill changed to be {{{2|}}}
   | Awakened = La habilidad pasa a ser {{{2|}}}
   | Persistent2 = Range and duration increased to {{{2|}}}%
   | Persistent2 = Alcance y duración aumentados al {{{2|}}}%


<!-- Mecánicas diversas -->
<!-- Mecánicas diversas -->
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     | HuntingPrey = 50% chance to stun for 1 second with the finishing blow.
     | HuntingPrey = 50% chance to stun for 1 second with the finishing blow.
     | TerrorChain = Chain Effect Range is increased by 1.5 times.
     | TerrorChain = Chain Effect Range is increased by 1.5 times.
     | DeathSentenceofMarbas= MP Consumed when not firing decreased by 50%.
     | DeathSentenceofMarbas= El consumo de PM mientras no se dispara se reduce un 50%.
*MP Consumed per shot decreased by 30%.
*El coste de PM por disparo se reduce un 30%.


<!-- Habilidades fuertes de Rose -->
<!-- Habilidades fuertes de Rose -->
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     | RisingShot = Increases ECP cost by 5 while strengthening the '''Silver Bullet''' buff.  
     | RisingShot = Increases ECP cost by 5 while strengthening the '''Silver Bullet''' buff.  
*'''Silver Bullet''' buff duration increased by 5 seconds, effectiveness raised to 25%.
*'''Silver Bullet''' buff duration increased by 5 seconds, effectiveness raised to 25%.
     | NeedleSobat = Shockwave damage is increased by 1.2 times.
     | NeedleSobat = El daño de la onda expansiva aumenta un 20%.
     | Barbecue! = On successful hit, inflicts the '''Burn''' debuff.
     | Barbecue! = Provoca '''llamas''' al impactar.
     | Landrunner = Additionally summons '''RX-79 Landrunner'''.
     | Landrunner = Invoca también al '''RX-79 Landrunner'''.
     | Spriggan = Cooldown reduced by 1 second.
     | Spriggan = Tiempo de espera reducido 1 segundo.
*Skill action speed increased by 1.3 times.
*La velocidad de la habilidad aumenta un 30%.
     | GatlingGun = While standby, MP consumption decreased by 2.
     | GatlingGun = En espera, el consumo de MP se reduce en 2.
*On successful hit, has a 5% chance of inflicting '''[[Status Effects|Bleed]]'''.
*Al impactar, probabilidad del 5% de provocar '''[[Status Effects/es|Sangrado]]'''.
     | Flamethrower = '''Burn''' debuff damage is increased.
     | Flamethrower = Aumenta el daño de las '''llamas'''.
*'''Burn''' debuff duration is increased.
*La duración de las '''llamas''' aumenta.
     | FlameStrike = Reduces the interval between the flame's hits by 40%.
     | FlameStrike = El tiempo entre impactos de las llamas se reduce en un 40%.
     | LockonStratos = Attack range is increased by 200%.
     | LockonStratos = El alcance aumenta al 200%.
     | Headshot = Chance for double damage is increased to 45%.
     | Headshot = La probabilidad de golpe doble aumenta al 45%.
     | DoubleGunHawk = Damage is increased by 1.1 times.
     | DoubleGunHawk = El daño aumenta un 10%.
*Cooldown is decreased by 2 seconds.
*Tiempo de espera reducido en 2 segundos.
     | FakeShot = Damage is increased by 1.1 times.
     | FakeShot = El daño aumenta un 10%.
*On failure, ECP recovery is increased to 75%.
*Si se falla, la recuperación de ECP aumenta un 75%.
     }}
     }}



Revision as of 13:49, 7 July 2016