Title: Full Analysis of All Skill Effects | Player’s Guide [Print this page] Author: Esqueleto Time: 2017-2-15 07:44 Title: Full Analysis of All Skill Effects | Player’s Guide [Four Types of Skills Trigger Mechanisms]
The main topic now is skills. Skills are an important battle element in the game but many players don't fully understand the skill mechanisms. Here we'll sort and explain the details for skills in Immortal Conquest. We hope that soon every player will have a deeper understanding of them.
First, there are several types of skills:
First Type: Passive
Most passive-type skills give bonus attributes to Gairo. They're pretty easy to understand. However, there are some details that should be kept in mind. Passive-type skills only reveal their effects while in battle. Even if you have a passive skill that increases your speed, you won't go any faster when traveling through the land.
The effective time for passive-type skills is calculated according to attribute levels. They have more priority over command-type skills and added attributes don't enjoy class or realm bonuses.
Second Type: Command
The effective time for command-type skills is set in the pre-battle preparation phase. This phase isn't considered part of the 8 rounds of battle. Also, the two sides experience state effects based on command skills (explained later) that will formally affect the battle results.
Third Type: Active
Active skills are all the same, be them spirit or physical attacks. They are launched during the 8 rounds of battle and cause certain amounts of damage or state effects. Please note that the skills with a 100% trigger probability are different from passive skills. Skills with a 100% trigger probability can be restricted, but passive skills cannot be restricted throughout the entire battle.
For example: Legendary Ymir' skills are active skills so could be restricted, Legendary Horus skills are passive skills, the actual effect will carry an Upper Hand state and a chance for an attack damage bonus state every round and not be restricted.
Triggering rules for active skills: A Gairo's 3 skills are ranked from top to bottom. In each round, the top one will go to the bottom and so on. There is an independent calculation that it will be triggered.
Therefore, for example with Ymir, priority will be set for the first skill to be triggered. The second skill must be a powerful skill (such as Shock). If the second skill is also active but weak, then it will drastically reduce the damage output.
Also, some active skills are also preparation skills. Their instructions say that they require one round of preparation.
This type of skill requires a round of trigger preparation. It will be effective the next round, but trigger preparation can't be carried out again during the effective round. That means you can use it 4 times during 8 rounds and you are faced with a high risk of control. There are two rounds but, if you are controlled during either one, the skill won't take effect.
This type of skill's advantage lies in the fact that they generally have high trigger rates, high damage rates, large attack areas and more powerful control.
Fourth Type: Chase
Chase-type skills are more specialized skills. They are triggered by normal attacks and won't be triggered without them. Multiple normal attacks will add to the chances that they will be triggered.
So, chase skills are more commonly used to cause Repeated Attack to produce a maximum output.
Trigger Order: Active Skills > Normal Attacks > Chase
[Skill States Explanation] Let's summarize battle states: 1. Gain/Loss
There are two main types of effects: One is a value-type the other is a percentage-type.
Value-types add attack, defense and spirit numerically (e.g. Legendary Osiris)
Percentage-types add attack damage as a percentage (e.g. Legendary Ymir).
These two type of effects can be earned at the same time.
PS: Same type of percentage-type effects can't be stacked. Whichever is higher will be used.
Value-type stacking: Skills of the same type, but trigger at different stages can be stacked.
For example: Siege skills,, Siege Machine (Passive skill) and Praise (Command skill) can be stacked; Praise (Command) and Guidance (Command) can't be stacked.
Psychological Attack - Recovers soldiers after causing damage (Thanatos is passive, Psychological Attack will take effect this round).
First Attack - Ignores speed, first attack priority
Avoid - Immunity to one instance of damage (doesn't include added states).
Harvest - Recovers a certain amount of soldiers (it seems like all continuous recovery effects are considered Harvest).
Divide Forces - Units near normal attack target receive waves of damage, similar to normal attack AOE. When normal attacks reach the front, the center will also take losses. When normal attacks reach the center, the front and rear will also take losses. Hitting the rear will also hit the center, and so on.
Repeated Attack - Triggers an extra normal attack. Maximum number of normal attacks each round is 2.
Protection - Blocks normal attack damage for allies.
Chaos: Unable to act, similar to Stun.
Stillness: Unable to launch active skills, similar to Demon Seal. Also can't stop chase skills being triggered by normal attacks.
Cowardice: Unable to launch a normal attack, similar to a simultaneous block and chase skill.
Sarcasm: Forces attacking target to be the skill user. Right now it looks like it only attracts normal attacks and doesn't affect other skills.
Rage: Undifferentiated Attack. A Rage state will launch skills or normal attacks on any targets within range, enemy or ally.
Burning 3 of one's own or dividing forces and attacking 3 of one's own are both common. It's a major culprit for accidental losses in mid to late stages of the game.
3. DOT (Continuous damage)
Waver, Panic, Fire Strike, Hex. Most Waver states are related to normal attacks and are especially connected with spirit. Refer to the skill instructions for details.
DOT-type skills can't be stacked, except for in special situations.
However, at least one thing is certain, your team already has some people who can inflict a Waver state. It would be a waste to add another.
Finally let's summarize skill damage:
Any skill in Immortal Conquest are based on soldiers, including spirit attacks and physical skills that can cause damage.
It is popularly said that the normal attack of a team of 2,000 soldiers can cause damage of 200. This damage of 200 is also the base value for other damage skills. Skill damage is the product of this 200 and skill damage rate.
Currently, this base damage is only affected by troop types and the number of troops. The rest use factors from a long list of formulas.
I want to highlight that soldiers affect a Gairo's basic strength.
Gairo levels and Barracks levels are the base of your own strength, especially for normal players. Suppressing soldiers is the key to an easy victory. Do not think that the hundreds of troops led by a mage in the rear can cause much damage.
Note: This guide is provided by players and does not represent the official stance of Immortal Conquest. Author: Xak Time: 2017-3-10 00:11 Edited by Xak at 2017-3-10 00:40
It's odd that while the devs provide hard figures for unique offensive/defensive percentages and attribute gains/losses, they're strangely quiet about status effects. These are the ones I've come across so far with limited information:
Avoidance - reduces or eliminates being hit by, usually, the next attack
Berserk - makes the target attack anything in range at random, incl. own team
Burn/Panic/Defect - DoTs
Chaos - unknown; presumably a control/silence, maybe with some part of Taunt or a DoT?
Cowardice - unable to launch normal attacks
First Strike - allows target to attack before other Gairos (reducing the enemy's numbers before their attack)
Immunity - target becomes immune to some or all of these listed status effects
Purge - (often unnamed) removes specific or all negative effects (such as any one of these)
Sacrifice - (oftened unnamed) kills own troops, often at gain of a powerful skill effect
Silence - prevents target from casting Active skills
Taunt - presumably forces target to attack itself
There is also "Increase Range," which I'd argue has a limited value but can be pretty fun to move 1s and 2s backward in a team, which can create a viable team with more matches if you lack range 3/4 of a certain type/realm/gairo-bonus. But it also may mess with other assigned skills if they do not have the correct range?
Overall, it seems there's a lot of overlap (why so many DoTs? For funsies?). Let me know if you see errors or I forgot any.
Welcome to Immortal conquest (http://forum.immortalconquest.com/)