Lord of Vermilion: Difference between revisions

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The below changelogs contain changes to this skill.
The below changelogs contain changes to this skill.
* [https://gitlab.com/ragnarok-project-zero/bugs-and-suggestions-tracker/-/blob/master/changelogs/2022-07-30.md 2022-07-30 Changelog]
* [https://gitlab.com/ragnarok-project-zero/bugs-and-suggestions-tracker/-/blob/master/changelogs/2022-07-30.md 2022-07-30 Changelog]
* [https://gitlab.com/ragnarok-project-zero/bugs-and-suggestions-tracker/-/blob/master/changelogs/2021-01-18.md 2021-01-18 Changelog]
* [https://gitlab.com/ragnarok-project-zero/bugs-and-suggestions-tracker/-/blob/master/changelogs/2020-11-17.md 2020-11-17 Changelog]
* [https://gitlab.com/ragnarok-project-zero/bugs-and-suggestions-tracker/-/blob/master/changelogs/2020-11-17.md 2020-11-17 Changelog]


{{Navbox Wizard}}
{{Navbox Wizard}}

Revision as of 02:00, 25 January 2024

Lord of Vermilion.png Lord of Vermilion
Lord of Vermilion Info.gif
Type: Offensive Skill
Levels: 10 (Selectable)
SP Cost: 56 + (Skill Level × 4)
Cast Delay: 0.3 seconds
Duration: 4 seconds
Target: Ground
Range: Magic
Area of Effect: 11x11
Property: Wind
Status: Blind
Prerequisites
(Mage) Thunderstorm Lv. 1, (Wizard) Jupitel Thunder Lv. 5

Lord of Vermilion (Alt: Lord of Vermilion) is a 2nd class offensive skill available as a Wizard.

Effect

Calls forth destructive bolts from the skies upon a targeted location that will hit twenty times, inflicting Wind property magic damage every second to all enemies within its area of effect. It has a chance of leaving enemies blind for [30 * skill level) seconds.

Damage additionally scales based on the user's INT stat.

Level Damage (MATK) Fixed Cast Time Variable Cast time Chance of Effect Cooldown SP Cost
1 500% 1.52s 6s 15% 2.7s 60
2 600% 1.44s 5.9s 20% 64
3 700% 1.36s 5.8s 25% 68
4 800% 1.28s 5.7s 30% 72
5 900% 1.2s 5.6s 35% 76
6 1000% 1.12s 5.5s 40% 80
7 1100% 1.04s 5.4s 45% 84
8 1200% 0.96s 5.3s 50% 88
9 1300% 0.88s 5.2s 55% 92
10 1400% 0.8s 5.1s 60% 96

Notes

  • This skill does not stack with other instances of this skill; two simultaneous instances in one location have no more effect than just one. This is important in WoE precasts. The reason for this is that anything hit by this skill is temporarily immune to the skill for one second. In this way it is similar to Storm Gust and Priest's Magnus Exorcismus.

Applications

  • This is one of the Wizard's three main area skills. As Wind property, it can do extensive damage to Water property or frozen enemies. This skill inflicts less damage than Storm Gust or Meteor Storm, but it inflicts consistent damage to all targets within the area (unlike Meteor Storm) and also has a good chance of inflicting the Blind status. The area is also considerably larger than Storm Gust, not counting its splash nature. Unlike Storm Gust, this skill does not hit a target unless it is in the caster's line of sight.
  • Unlike many other Wizard skills, this skill has lower cast time as its level increases. The chance to blind and damage also increases with level, but the number of sub-hits remain the same.
  • This skill is useful for hit-locking enemies during War of Emperium, making them have trouble moving from one cell to another.

Extended

Enhanced by

Changelogs

The below changelogs contain changes to this skill.