Difference between revisions of "Blast Mine"

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|prereqs=([[Hunter]]) [[Freezing Trap]] Lv. 1, [[Land Mine]] Lv. 1, [[Sandman]] Lv. 1
 
|prereqs=([[Hunter]]) [[Freezing Trap]] Lv. 1, [[Land Mine]] Lv. 1, [[Sandman]] Lv. 1
 
|spcost=10
 
|spcost=10
|delay=0.5 seconds
+
|cast_fix=0.2s
 +
|cast_var=0.8s
 +
|cooldown=0.5 seconds
 
|duration=[30 − (Skill Level × 5)] seconds
 
|duration=[30 − (Skill Level × 5)] seconds
 
|target=Ground
 
|target=Ground

Latest revision as of 20:37, 23 August 2024

Blast Mine.png Blast Mine
Blast Mine Info.gif
Type: Offensive Skill
Levels: 5, selectable
SP Cost: 10
Fixed Cast Time: 0.2s
Variable Cast Time: 0.8s
Cooldown: 0.5 seconds
Duration: [30 − (Skill Level × 5)] seconds
Target: Ground
Range: 3 cells
Area of Effect: 3x3
Property: Wind
Catalyst: 1065.png 1 Trap
Prerequisites
(Hunter) Freezing Trap Lv. 1, Land Mine Lv. 1, Sandman Lv. 1

Blast Mine (Alt: Blast Mine) is a 2nd class offensive skill available as a Hunter.

Effect

Sets a trap that will explode after the trap duration expires or when an enemy steps on it, inflicting piercing Wind property damage to all enemies within its area of effect. This skill ignores the accuracy check.

Level Trap Duration
1 25s
2 20s
3 15s
4 10s
5 5s
Damage = [DEX × (3 + FLOOR(Base_Lv ÷ 100)) × (1 + FLOOR(INT ÷ 35))] × Skill_Lv ± 10%

Notes

  • This trap ignores the flag "Always Takes 1 Damage".
  • This trap ignores DEF.
  • This trap does not activate leech effects like Hunter Fly Card, Rideword Hat, and etc.
  • This trap ignores every relative damage modifier such as Thara Frog, Tatacho, Ogretooth and Giant Hornet cards in PvP environments.
  • This trap bypasses defensive benefits such as Guard, Parry and Weapon Blocking.
  • This trap cannot be stacked as it will destroy all other traps in the area of effect.
  • A ranged attacker will attack this trap repeatedly even if /nc or /noctrl is disabled.
  • This trap can be activated by Detonator, although the 3x3 range will still limit possible applications.
  • This is the only known trap that can get pushed back by normal attacks. This trap gets pushed back an additional 3 cells every time it recieves physical damage, even after getting knocked back by other skills like Arrow Shower.
  • This trap can be pushed back. The direction depends on where the trap is relative to the attacker as as provided below. If the trap is in the same cell as the attacker, it will be pushed westward.
Knock Back positions
A

About Traps

  • Trap damage is considered Melee.
  • Traps have a durability of 3,500 HP.
  • Traps occupy 1 cell.
  • Traps can only be placed up to 2 cells next to players, monsters or another trap.
  • Trap Duration lasts 4 times as long in War of Emperium.
  • Traps can be activated by and will affect allies, enemies and the user in PvP environments.
  • Traps will not activate if the user is under the effect of Manhole.
  • Traps cannot be activated by a Maestro or Wanderer that enticed the trapper with Siren's Voice.
  • Like ground skills, traps can also be swept by Ganbantein, Earth Drive and Crazy Vines.
  • This trap can be set into null cells. When using this skill onto a forbidden (black) area of the map, the skill will fail with a warning message, and no SP or Trap will be used. However, if the skill is cast onto a map square which is occupied by an object (not an entity), the SP and Trap will be consumed, but a trap will not be set and a warning message will not be issued. These map squares can be identified when the green targeting square vanishes. Clock Tower 3F, is an example of a map full of (non-obvious) locations that will cause this. Many guild castles also contain map squares with this behavior, only the targeting square might not disappear.


Related Skills