Difference between revisions of "Gaping Wound"
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[[Category:Skills]] | [[Category:Skills]] | ||
Weapon Damage: {{Positive| Weapon Damage}}<br>Armor Piercing: {{Positive| PRC + AGL}}<br>Bleeding Chance: {{Positive| 25 + 2.5 * AGL}}<br> |
Revision as of 21:58, 4 March 2023
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Gaping Wound
Attack
- Requires a dagger
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Attack
Type
Target Object
Range
1
Energy
14
Cooldown
12
Modified by: Strength, Agility, Perception- Requires a dagger
Delivers a strike with +20% Armor Penetration and +55% Bleed Chance.
If the target is Injured or Bleeding, applies it with "Gaping Wound" for 10 turns:
+33% Abilities Energy Cost
-33% Cooldowns Duration
+10% Damage Taken
Has 50% chance to start Bleeding after using an ability.
If the target is Injured or Bleeding, applies it with "Gaping Wound" for 10 turns:
+33% Abilities Energy Cost
-33% Cooldowns Duration
+10% Damage Taken
Has 50% chance to start Bleeding after using an ability.
Delivers a strike with +(PRC + STR)% Armor Penetration and +(35 + (2 * AGL))% Bleed Chance.
If the target is Injured or Bleeding, applies it with "Gaping Wound" for 10 turns:
+33% Abilities Energy Cost
-33% Cooldowns Duration
+10% Damage Taken
Has (40 + PER)% chance to start Bleeding after using an ability.
If the target is Injured or Bleeding, applies it with "Gaping Wound" for 10 turns:
+33% Abilities Energy Cost
-33% Cooldowns Duration
+10% Damage Taken
Has (40 + PER)% chance to start Bleeding after using an ability.
Show formulasHide formulas
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Weapon Damage: Weapon Damage
Armor Piercing: PRC + AGL
Bleeding Chance: 25 + 2.5 * AGL