Water Ball: Difference between revisions

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|type=Offensive
|type=Offensive
|levels=5, selectable
|levels=5, selectable
|prereqs=([[Mage]]) [[Cold Bolt]] Lv. 1, [[Lightning Bolt]] Lv. 1, ([[Super Novice]]) ''[[Super Novice Expansion Quest|Quest]]''
|prereqs=([[Mage]]) [[Cold Bolt]] Lv. 1, [[Lightning Bolt]] Lv. 1,
|spcost=15/20/25
|spcost=15/20/25
|time=(Skill Level) seconds
|cast_fix= 0.08s + 0.08s Per level
|cast_var=0.32s + 0.32s Per Level
|delay=None
|delay=None
|cooldown=None
|cooldown=None
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|element=Water
|element=Water
}}
}}
'''Water Ball''' (Alt: ''Water Ball'') is a 2<sup>nd</sup> class offensive skill available as [[Wizard]], [[High Wizard]] and [[Super Novice Expansion Quest|expanded]] [[Super Novice]].
'''Water Ball''' (Alt: ''Water Ball'') is a 2<sup>nd</sup> class offensive skill available as [[Wizard]], and [[High Wizard]].
==Effect==
==Effect==
Inflicts [[Water]] property [[MATK|Magic Damage]] to a single target multiple times in rapid succession. Requires to be in shallow water.
Inflicts [[Water]] property [[MATK|Magic Damage]] to a single target multiple times in rapid succession. Requires to be in shallow water.


{|class=wikitablec
{|class=wikitablec
!Level!!{{Tooltip|Damage|For each water ball}} (MATK)!!Hits Inflicted!!Required Area!!Cast Time!!SP Cost
!Level!!{{Tooltip|Damage|For each water ball}} (MATK)!!Hits Inflicted!!Required Area!!Fixed Cast Time!!Variable Cast Time!!SP Cost
|-
|-
!1
!1
|130%||1||1x1||1s||15
|130%||1||1x1||0.08s||0.32s||15
|-
|-
!2
!2
|160%||rowspan=2|9||rowspan=2|3x3||2s||rowspan=2|20
|160%||rowspan=2|9||rowspan=2|3x3||0.16s||0.64s||rowspan=2|20
|-
|-
!3
!3
|190%||3s
|190%||0.24s||0.96s
|-
|-
!4
!4
|220%||rowspan=6|25||rowspan=6|5x5||4s||rowspan=7|25
|220%||rowspan=6|25||rowspan=6|5x5||0.32s||1.28s||rowspan=7|25
|-
|-
!5
!5
|250%||5s
|250%||0.4s||1.6s
|-
|-
!style="color:gray;"|6
 
|280%||6s
|-
!style="color:gray;"|7
|310%||7s
|-
!style="color:gray;"|8
|340%||8s
|-
!style="color:gray;"|9
|370%||9s
|-
!style="color:gray;"|10
|400%||rowspan=1|100||rowspan=1|9x9||10s
|}
<sup>Levels 6 and higher can only be bestowed from {{monster|id=1990 Naga}}, {{monster|id=1112 '''Drake'''}} or {{monster|id=1779 '''Ktullanux'''}} through [[Rogue]]'s [[Intimidate]] skill. [[Wizard]]s and [[Super Novice]]s can only learn it up to Level 5 naturally.</sup>


===Notes===
===Notes===
*This skill can be cast on [[Sage]]'s [[Deluge]] and [[Ninja]]'s [[Watery Evasion]], but it will use the cells and they will be removed after casting.
*This skill can be cast on [[Sage]]'s [[Deluge]] and [[Ninja]]'s [[Watery Evasion]], but it will use the cells and they will be removed after casting.
*The number of water balls that can be launched depends on the amount of water the caster is standing in. Using higher levels of this skill without enough water will not produce the maximum number of hits.
*The number of water balls that can be launched depends on the amount of water the caster is standing in. Using higher levels of this skill without enough water will not produce the maximum number of hits.
*There is a notable delay between the completion of casting and when water balls inflict damage. This can be used to escape or cast a second skill.
*There is a notable delay between the completion of casting and when water balls inflict damage. This can be used to escape.
*Unlike the majority of magic skills, water balls inflict individual damage for each ball on each impact instead of a bundle of full damage on cast completion. This gives the opportunity for the opponent to change armors or cast skills.
*Unlike the majority of magic skills, water balls inflict individual damage for each ball on each impact instead of a bundle of full damage on cast completion. This gives the opportunity for the opponent to change armors or cast skills.
*Also unlike most skills, the delay of this skill does not correspond directly to the balls impacting the target. It is possible to cast another skill before all balls have finished impacting.
*Also unlike most skills, even if the cd and global cooldown is gone, the caster will suffer from a animation delay via the casting animation of throwing the balls in rapid succession, you will be unable to cast skills but will be able to move while this is in effect.
*Some monsters have a more powerful variation of this skill, which draws water from a 9x9 area under the user and launches 100 water balls.
*Some monsters have a more powerful variation of this skill, which draws water from a 9x9 area under the user and launches 100 water balls..
*In addition to Level 1 [[Cold Bolt]] and Level 1 [[Lightning Bolt]], [[Super Novice]]s also have a prerequisite of doing the [[Super Novice Expansion Quest|Expansion Quest]]. [[Wizard]]s only require the forementioned skills.
*This skill can be prevented from casted by using [[Magnetic Earth]] below the caster of the skills. Note that the higher the level of Water Ball used, more cells have to be blanketed by [[Magnetic Earth]] to prevent it from being casted completely.
*This skill can be prevented from casted by using [[Magnetic Earth]] below the caster of the skills. Note that the higher the level of Water Ball used, more cells have to be blanketed by [[Magnetic Earth]] to prevent it from being casted completely.
*This skill can be stopped once it starts by using skills that occupies or removes ground cells, like [[Magnetic Earth]], [[Fire Rain]], or  [[Crazy Vines]]. Since this skills consume cells 1 by 1 as its "ammunition" starting at bottom left cells and going to the right, row after row, it is better to put the cancelling skills on the top part of the Water Ball cells area, since the remaining cells is located at the top row, and the bottom row area has already been used to launch Water Ball.
*This skill can be stopped once it starts by using skills that occupies or removes ground cells, like [[Magnetic Earth]]. Since this skills consume cells 1 by 1 as its "ammunition" starting at bottom left cells and going to the right, row after row, it is better to put the cancelling skills on the top part of the Water Ball cells area, since the remaining cells is located at the top row, and the bottom row area has already been used to launch Water Ball.


==External==
==External==
===Bestowed from===
*{{item|id=5146 Elephant Hat}} - Level 1; Usable
*{{item|id=4534 '''Giant Octopus Card'''}} - Level 5; Usable
*{{item|id=18882 Kannam on Head}} - Level 1; Autocast on target when physically attacking, if upgrade level is +3 or higher. Water Ball level increases by 1 per 3 upgrade levels of the item.
*{{item|id=5291 Kettle Hat}} - Level 3; Autocast on target when physically attacking
===Enhanced by===
*[[Equipment_Sets#La.27cryma_Stick_.26_Pororoca_Shoes_Set|La'cryma Stick & Pororoca Shoes Set]]:
**Increases damage by 30% per level of Water Ball known.
**Increases damage by an additional 20% per upgrade level of La'cryma Stick [2].


==See also==
==See also==
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{{Navbox Wizard}}
{{Navbox Wizard}}
{{Navbox SuperNovice}}

Latest revision as of 23:25, 23 August 2024

Water Ball.png Water Ball
Water Ball Info.gif
Type: Offensive Skill
Levels: 5, selectable
SP Cost: 15/20/25
Fixed Cast Time: 0.08s + 0.08s Per level
Variable Cast Time: 0.32s + 0.32s Per Level
Cast Delay: None
Cooldown: None
Target: Enemy
Range: Magic
Property: Water
Prerequisites
(Mage) Cold Bolt Lv. 1, Lightning Bolt Lv. 1,

Water Ball (Alt: Water Ball) is a 2nd class offensive skill available as Wizard, and High Wizard.

Effect

Inflicts Water property Magic Damage to a single target multiple times in rapid succession. Requires to be in shallow water.

Notes

  • This skill can be cast on Sage's Deluge and Ninja's Watery Evasion, but it will use the cells and they will be removed after casting.
  • The number of water balls that can be launched depends on the amount of water the caster is standing in. Using higher levels of this skill without enough water will not produce the maximum number of hits.
  • There is a notable delay between the completion of casting and when water balls inflict damage. This can be used to escape.
  • Unlike the majority of magic skills, water balls inflict individual damage for each ball on each impact instead of a bundle of full damage on cast completion. This gives the opportunity for the opponent to change armors or cast skills.
  • Also unlike most skills, even if the cd and global cooldown is gone, the caster will suffer from a animation delay via the casting animation of throwing the balls in rapid succession, you will be unable to cast skills but will be able to move while this is in effect.
  • Some monsters have a more powerful variation of this skill, which draws water from a 9x9 area under the user and launches 100 water balls..
  • This skill can be prevented from casted by using Magnetic Earth below the caster of the skills. Note that the higher the level of Water Ball used, more cells have to be blanketed by Magnetic Earth to prevent it from being casted completely.
  • This skill can be stopped once it starts by using skills that occupies or removes ground cells, like Magnetic Earth. Since this skills consume cells 1 by 1 as its "ammunition" starting at bottom left cells and going to the right, row after row, it is better to put the cancelling skills on the top part of the Water Ball cells area, since the remaining cells is located at the top row, and the bottom row area has already been used to launch Water Ball.

External

See also


Level Damage (MATK) Hits Inflicted Required Area Fixed Cast Time Variable Cast Time SP Cost
1 130% 1 1x1 0.08s 0.32s 15
2 160% 9 3x3 0.16s 0.64s 20
3 190% 0.24s 0.96s
4 220% 25 5x5 0.32s 1.28s 25
5 250% 0.4s 1.6s