Difference between revisions of "Wired Lances Photon Arts"
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+ | __NOTOC__ | ||
{{Template:Photon_Arts_Listing}} | {{Template:Photon_Arts_Listing}} | ||
− | + | {| class="wikitable mx-auto table-responsive-md" | |
− | ===Wired Lances=== | + | ! colspan="6" |Wired Lance Photon Arts |
+ | |- | ||
+ | | [[File:UIPAWireDriver.png|link=]] [[#Wire Driver|Wire Driver]] | ||
+ | | [[File:UIPAGrappleKick.png|link=]] [[#Grapple Kick|Grapple Kick]] | ||
+ | | [[File:UIPAHeavenlyDrop.png|link=]] [[#Heavenly Drop|Heavenly Drop]] | ||
+ | | [[File:UIPACycloneDriver.png|link=]] [[#Cyclone Driver|Cyclone Driver]] / [[#Cyclone Driver Zero|Zero]] | ||
+ | | [[File:UIPATwistDriver.png|link=]] [[#Twist Driver|Twist Driver]] | ||
+ | | [[File:UIPAShocktether.png|link=]] [[#Shocktether|Shocktether]] | ||
+ | |- | ||
+ | | [[File:UIPAFulcrumSwing.png|link=]] [[#Fulcrum Swing|Fulcrum Swing]] | ||
+ | | [[File:UIPACerberusDance.png|link=]] [[#Cerberus Dance|Cerberus Dance]] / [[#Cerberus Dance Zero|Zero]] | ||
+ | | [[File:UIPAWildCyclone.png|link=]] [[#Wild Cyclone|Wild Cyclone]] | ||
+ | | [[File:UIPARisingKaiser.png|link=]] [[#Rising Kaiser|Rising Kaiser]] | ||
+ | | [[File:UIPASpinDance.png|link=]] [[#Spin Dance|Spin Dance]] | ||
+ | | | ||
+ | |} | ||
+ | =Overview= | ||
+ | [[File:UIItemWiredLance.png|175px|left|thumb|link=|Wired Lances]]Being one of the Hunter's other choice of weapons, its attacks are generally based around grappling the enemy with a multitude of its PAs. Grappling enemies with the PAs will cause other players who were locked onto the target to lose their lock on. <br><br> | ||
+ | If the enemy is grappled near a wall, the enemy will be stuck behind the wall during the PA, not allowing anyone else to deal damage. <br><br> | ||
+ | By equipping Alternate Wired Mode (L), grapple PAs onto the enemy will ignore the actual grapple, allowing others to keep their lock on.<br><br> | ||
+ | When grapple PAs are intiated onto targets that ignore this property, light balls will appear instead of grappling the actual target. <br><br> | ||
+ | Wired Lances have an unique trait of having guard frames in many of its PAs. <br><br> | ||
+ | =Photon Arts= | ||
+ | ==Wire Driver== | ||
<div class="mx-auto table-responsive"> | <div class="mx-auto table-responsive"> | ||
− | { | + | {| class="center prettytable" style="width: 100%;" |
− | + | ! style="width: 70px;"| Icon | |
− | + | ! style="width: 150px;"| Name | |
− | + | ! style="width: 70px;"| Stat | |
− | + | ! style="width: 150px;"| +1 | |
− | + | ! style="width: 150px;"| +17 | |
− | + | ! | Description | |
− | + | |- | |
− | + | | rowspan="3" | [[File:UIPAWireDriver.png|link=]] | |
− | + | | rowspan="3" | Wire Driver | |
− | + | | Potency | |
− | + | | 1448 | |
− | + | | 1732 | |
− | + | <!--Description--> | |
− | + | | rowspan="3" | Grabs a target then smashes them hard into the ground. | |
− | + | |- | |
− | + | | DEX Correction || colspan="2" | 100 | |
− | + | |- | |
− | + | | PP || colspan="2" | 20 | |
− | + | |} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
</div> | </div> | ||
+ | * Grabs a target with the wires, lifting them up before slamming them into the ground. Damage is occured at the impact of grappling and slamming. | ||
+ | ** It is possible to change direction slightly before slamming down the enemy. | ||
+ | ** When slamming the enemy from the PA, a shockwave is generated that can hit other enemies (Knockdown effect). | ||
+ | * When the PA is activated in the air, the entire movement is stationary. | ||
+ | * Best used in situations where there are an abundance of enemies nearby. | ||
+ | * Regardless of grappling an enemy or light ball, if it doesn't land on the ground, the damage will not be dealt. | ||
+ | * The intial grappling animation has front facing guard frames. | ||
+ | * '''The grappling is 10% of the stated power while the slam is 90% of the stated power. All hits connecting will result in the full power notation as shown.''' | ||
+ | <br> | ||
+ | ==Grapple Kick== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAGrappleKick.png|link=]] | ||
+ | | rowspan="3" | Grapple Kick | ||
+ | | Potency | ||
+ | | - | ||
+ | | 1393 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Grabs a target, then uses the force of the retracting wire to unleash a powerful kick. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 20 | ||
+ | |} | ||
+ | </div> | ||
+ | * Sends out wires to grapple the target to close in on distance and kick away the enemy. The attack is triggered even if you don't grapple the enemy. | ||
+ | ** Can turn in either direction slightly during the PA. | ||
+ | * When used on the ground, movement is made along the terrain, but when used in the air, movement is made while maintaining altitude. | ||
+ | * The intial grappling animation has front facing guard frames. | ||
+ | * '''The grappling is 10% of the stated power while the kick is 90% of the stated power. All hits connecting will result in the full power notation as shown.''' | ||
+ | <br> | ||
+ | ==Heavenly Drop== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAHeavenlyDrop.png|link=]] | ||
+ | | rowspan="3" | Heavenly Drop | ||
+ | | Potency | ||
+ | | - | ||
+ | | 1769 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Grabs a target and soars high into the air with them before slamming them back down into the ground. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 20 | ||
+ | |} | ||
+ | </div> | ||
+ | * Grabs the enemy right in front of the user, raising it into the air and slamming it onto the ground. The attack will occur when the user successfully grapples. Invulnerability duration occurs at the start of the grapple until the animation ends. | ||
+ | * The intial grappling animation has front facing guard frames. | ||
+ | * While the target is locked on, performing the PA will move the user roughly 0.5 sidesteps towards the target. | ||
+ | ** During the PA, the user can move in any direction before the slam, allowing for easy retreat. | ||
+ | * A shockwave is made when the slam is made, damaging any enemies who are near it. | ||
+ | * '''The grappling is 10% of the stated power while the slam is 90% of the stated power. All hits connecting will result in the full power notation as shown.''' | ||
+ | <br> | ||
+ | ==Cyclone Driver== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPACycloneDriver.png|link=]] | ||
+ | | rowspan="3" | Cyclone Driver | ||
+ | | Potency | ||
+ | | - | ||
+ | | 2565 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Grabs a target and whirls it around at high speeds, damaging both it and the surrounding enemies. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 95 | ||
+ | |- | ||
+ | | PP || colspan="2" | 32 | ||
+ | |} | ||
+ | </div> | ||
+ | * Sends out wires to grapple the enemy and swings it around the user before throwing it away, damaging both the enemy and anyone else caught by it. | ||
+ | ** During the PA, the user gains Super Armor and continously knocks back any enemies in all directions while moving slowly. The PA cannot be canceled. | ||
+ | * The intial grappling animation has front facing guard frames. | ||
+ | * When the PA is used in the air, altitude is maintained. | ||
+ | * '''The grappling is 17% of the stated power, the swing is 17% x 5 of the stated power, and the throw is 6% of the stated power. All hits connecting will result in 108% of the stated power.''' | ||
+ | <br> | ||
+ | ===Cyclone Driver Zero=== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPACycloneDriver.png|link=]] | ||
+ | | rowspan="3" | Cyclone Driver Zero | ||
+ | | Potency | ||
+ | | - | ||
+ | | 6157 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Grabs a target and whirls it around. Holding the button down extends attack time and speeds up rotation. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 95 | ||
+ | |- | ||
+ | | PP || colspan="2" | 32 | ||
+ | |} | ||
+ | </div> | ||
+ | Custom Type 1: Power +0 ~ +559 <br> | ||
+ | Custom Type 2: PP Consumption +0 ~ +10 | ||
+ | * Holding the button down will extend the spins (up to 15 hits). | ||
+ | ** Past the 9th hit, rotation speed and movement speed increases. | ||
+ | ** Not holding down the button will cause the PA to do up to 6 hits before the finish. | ||
+ | * Unlike the original, directional input can be made while throwing the enemy away. | ||
+ | * The intial grappling animation has front facing guard frames. | ||
+ | * '''The grappling is 6% of the stated power, the swing is 6% up to maximum 15 of the stated power, and the throw is 6% of the stated power. All hits connecting will result in 108% of the stated power.''' | ||
+ | <br> | ||
+ | ==Twist Driver== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPATwistDriver.png|link=]] | ||
+ | | rowspan="3" | Twist Driver | ||
+ | | Potency | ||
+ | | - | ||
+ | | 1678 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Grabs a target and then releases it spinning at a high speed, which can draw in and damage other foes. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 28 | ||
+ | |} | ||
+ | </div> | ||
+ | * Sends out the right-handed wire to grapple the enemy and spins the target around. The tornado effect changes with Focus consumption and expands suction range. | ||
+ | ** Has a total of 4 hits in its attack, first hit from grappling followed by 3 hits from the tornado. Only grappled enemies will be stunned by the tornado. | ||
+ | * Directional input can be made during the PA to designate where the tornado is going. | ||
+ | * The intial grappling animation has front facing guard frames. | ||
+ | * '''The grappling is 9% of the stated power, the tornado is 27% x 3 of the stated power, and at the end of grapple is 10% of the stated power. All hits connecting will result in the full power notation as shown.''' | ||
+ | <br> | ||
+ | ==Shocktether== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAShocktether.png|link=]] | ||
+ | | rowspan="3" | Shocktether | ||
+ | | Potency | ||
+ | | - | ||
+ | | 4981 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Grabs a target and then zaps it with electricity. Repeatedly press the button to increase the number of hits. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 30 | ||
+ | |} | ||
+ | </div> | ||
+ | * Sends out wires to grapple the enemy and send electrical current through the wires, damaging it continously. The PA has Super Armor for during the animation while grappling. There is no actual shock effect though. | ||
+ | ** If the enemy cannot be grappled, a light ball will be made instead. | ||
+ | * Damage is dealt from the user themself to the tip of the wire, but only the tip of the wire has additional damage. | ||
+ | ** The tip of the wires is fixed at a distance of about two sidesteps. | ||
+ | ** Non-grappled enemies can also be damaged if theyre touching the tip. | ||
+ | ** Additional damage is lost if the grappled enemy dies during the PA. | ||
+ | * Deals 1 hit on the grapple, 1 hit at the end, 5 hits on the wires, and up to 10 additional hits on the tip with multiple PA presses, for a total of 17 hits. | ||
+ | ** If you press the PA button after the additional hits, the Perfect Attack window will disappear. | ||
+ | * The intial grappling animation has front facing guard frames. | ||
+ | * '''The grappling is 5% of the stated power, the wires is 5% x 5 of the stated power, the additional hits are 9% x 10 of the stated power, and at the end of grapple is 5% of the stated power. All hits connecting will result in 125% of the stated power.''' | ||
+ | ** If the enemy cannot be grappled, the last hit will not connect and all hits outside of that will result in 120% of the stated power. | ||
+ | <br> | ||
+ | ==Fulcrum Swing== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAFulcrumSwing.png|link=]] | ||
+ | | rowspan="3" | Fulcrum Swing | ||
+ | | Potency | ||
+ | | - | ||
+ | | 5266 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Hook onto a point in empty space and unleash a back-and-forth swinging attack. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 15 | ||
+ | |} | ||
+ | </div> | ||
+ | * A non-grappling attack that moves back and forth to attack like a trapeze after sending a wire into the air. Has a maximum of 5 hits and directional input can be made during the PA. | ||
+ | ** No Super Armor before the first hit, but at the moment when the first hit is made. | ||
+ | * The PA can be canceled into any attack or guard action at any point after you gain Super Armor during the animation. | ||
+ | * There are front facing guard frames at certain points of the animation. | ||
+ | ** Occurs at a total of 5 times, all before a Perfect Attack window is shown. | ||
+ | * At the end of the attack, the PA elevates the user upwards, allowing continously increased altitude with mulitple uses. | ||
+ | * '''The swings are 20% x 5 of the stated power. All hits connecting will result in the full power notation as shown.''' | ||
+ | <br> | ||
+ | ==Cerberus Dance== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPACerberusDance.png|link=]] | ||
+ | | rowspan="3" | Cerberus Dance | ||
+ | | Potency | ||
+ | | - | ||
+ | | 2416 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Taps into the lance's unique properties to unleash a furious flurry of blows. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 30 | ||
+ | |} | ||
+ | </div> | ||
+ | * A non-grappling attack that is not subject to Focus consumption. Focus gauge builds up if the attacks hit. | ||
+ | * Swings around the wires in a wide area four times before a high-powered launching attack. When used on the ground, the user gradually moves forward. | ||
+ | ** '''The swings are 15% x 4 of the stated power with the final hit having 40% of the stated power. All hits connecting will result in the full power notation as shown.''' | ||
+ | ** The PA will be stationary when used in the air. | ||
+ | * The PA can be guard canceled right after the last attack happens. | ||
+ | * The user will have Super Armor for the duration of the PA. | ||
+ | <br> | ||
+ | ===Cerberus Dance Zero=== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPACerberusDance.png|link=]] | ||
+ | | rowspan="3" | Cerberus Dance Zero | ||
+ | | Potency | ||
+ | | - | ||
+ | | 2372 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Unleash a series of combo attacks without utilizing the wire. This shrewd, merciless dance of death makes quick work of the target. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 40 | ||
+ | |} | ||
+ | </div> | ||
+ | Custom Type 1: Power +0 ~ +196 <br> | ||
+ | Custom Type 2: PP Consumption -0 ~ -10 | ||
+ | * Unlike its original counterpart, this has increased animation speed and reduced attack range. | ||
+ | * '''The swings are 15% x 4 of the stated power with the final hit having 40% of the stated power. All hits connecting will result in the full power notation as shown.''' | ||
+ | * Directional input can be made during the PA. | ||
+ | <br> | ||
+ | ==Wild Cyclone== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPAWildRound.png|link=]] | ||
+ | | rowspan="3" | Wild Cyclone | ||
+ | | Potency | ||
+ | | - | ||
+ | | 2215 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Swings the weapon from a standing position unleashing a string of attacks on surrounding targets. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 28 | ||
+ | |} | ||
+ | </div> | ||
+ | * A non-grappling, non-Focus-consuming PA that accumulates more quickly than the other PAs, allowing the user to quickly fill their Focus gauge if they are hitting multiple enemies. | ||
+ | * Makes 6 circular attacks centered around the user. | ||
+ | * Has a short duration of about 2 seconds with the ability to guard cancel at the end of the PA. | ||
+ | * Slight directional input can be made during the PA if the user is not locked onto a target. | ||
+ | * The PA will be stationary when used in the air. | ||
+ | * '''The attacks are 17% x 6 of the stated power. All hits connecting will result in 102% of the stated power.''' | ||
+ | <br> | ||
+ | ==Rising Kaiser== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPARisingKaiser.png|link=]] | ||
+ | | rowspan="3" | Rising Kaiser | ||
+ | | Potency | ||
+ | | - | ||
+ | | 957 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Hurl the weapon into the ground, attacking foes by shooting back up from beneath them. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 20 | ||
+ | |} | ||
+ | </div> | ||
+ | * A non-grappling anti-air PA, thrusts the wires into the ground and attacks from the feet of the target enemy, up to 5 hits at a time. | ||
+ | ** When the damage occurs, the PA can be guard canceled right before the Perfect Attack window. | ||
+ | ** Fills Focus gauge by a considerable amount. | ||
+ | * Attacks are made from when the wires appear out of the ground to hit the enemy. | ||
+ | ** Has a range of about 8 sidesteps. | ||
+ | * Activating the PA from the air will force the user to land on the ground and cannot be canceled until the user lands with Super Armor for that duration. | ||
+ | * '''The attacks are 20% x 5 of the stated power. All hits connecting will result in the full power notation as shown.''' | ||
+ | <br> | ||
+ | ==Spin Dance== | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="center prettytable" style="width: 100%;" | ||
+ | ! style="width: 70px;"| Icon | ||
+ | ! style="width: 150px;"| Name | ||
+ | ! style="width: 70px;"| Stat | ||
+ | ! style="width: 150px;"| +1 | ||
+ | ! style="width: 150px;"| +17 | ||
+ | ! | Description | ||
+ | |- | ||
+ | | rowspan="3" | [[File:UIPASpinDance.png|link=]] | ||
+ | | rowspan="3" | Spin Dance | ||
+ | | Potency | ||
+ | | 360 | ||
+ | | 551 | ||
+ | <!--Description--> | ||
+ | | rowspan="3" | Deftly avoid enemy attacks while unleashing attacks of your own. Pressing in a direction will alter the Photon Art's trajectory. | ||
+ | |- | ||
+ | | DEX Correction || colspan="2" | 100 | ||
+ | |- | ||
+ | | PP || colspan="2" | 5 | ||
+ | |} | ||
+ | </div> | ||
+ | * A non-grappling PA that can move in four different directions with directional input. Travels a considerable amount of distance and damages enemies caught by the PA. Without any directional input, the PA will move the user backwards. | ||
+ | ** If the user is locked onto an enemy, the PA will move towards the target, and left/right directional inputs will move around the target. | ||
+ | * Has 2 Perfect Attack windows, one on the first spin and one on the second spin. Can be guard canceled in the middle of the first spin. | ||
+ | * Has invulnerability frames until the end of the first spin. | ||
+ | * '''The spins are 50% x 2 of the stated power. All hits connecting will result in the full power notation as shown.''' | ||
+ | <br> | ||
+ | <!-- | ||
+ | == Wired Lance Frame Data == | ||
+ | 60F = 1 second <br> | ||
+ | DPS = Damage per second <br> | ||
+ | DPP = Damage per PP <br> | ||
+ | Damage increases when Focus Gauge is consumed. Some PAs do not consume Focus, because they are used to increase the Focus gauge.<br> | ||
+ | Some PAs grapples enemies. When these PAs are used on enemies that cannot be grabbed (e.g. bosses), a light ball is used in place of the grappled enemy. <br> | ||
+ | <br> | ||
+ | Disclaimer: <br> | ||
+ | This data assumes level 17 discs. | ||
+ | <div class="mx-auto table-responsive"> | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Name !! Frame !! Power (Focus) !! DPS (Focus) !! Notes !! PP Cost !! DPP (Focus) | ||
+ | |- | ||
+ | | Wire Driver || 77F (normal)<br>81F (light ball) || 1732 (2252) || 1350 (1754)<br>1283 (1668) || - || 20 || 86.6 (112.5) | ||
+ | |- | ||
+ | | Grapple Kick || 66F (hold)<br>55F (no hold) || 1393 (1811)<br>1254 (1630) || 1266 (1646)<br>1368 (1778) || - || 20 || 69.7 (90.5)<br>62.7(81.4) | ||
+ | |- | ||
+ | | Heavenly Drop || 82F || 1769 (2300) || 1294 (1683) || - || 20 || 88.5 (114.9) | ||
+ | |- | ||
+ | | Perfect Guard Heavenly Drop (L) lv20 || 82F || 2249 (2924) || 1646 (2139) || - || 0 || - | ||
+ | |- | ||
+ | | Cyclone Driver || 206F (normal)<br>220F (light ball) || 2770 (3601) || 807 (1049)<br>756 (982) || - || 32 || 86.6 (112.5) | ||
+ | |- | ||
+ | | Cyclone Driver Zero || 410F (normal)<br>418F (light ball) || 6850 (8905)<br>6447 (8382) || 1002 (1303)<br>925 (1203) || Best Customization || 32 || 214.1 (278.3)<br>201.5 (261.9) | ||
+ | |- | ||
+ | | Twist Driver || 111F || 1678(2181) || 907 (1179) || - || 28 || 59.9 (77.9) | ||
+ | |- | ||
+ | | Shock Tether || 269F || 6226 (8094)<br>5977 (7770) || 1389 (1805)<br>1333 (1733) || Hold <br>No Hold || 30 || 207 (269.8)<br>199.2 (259.0) | ||
+ | |- | ||
+ | | Fulcrum Swing || 252F || 5266 || 957<br>1227<br>1364<br>1215<br>1254 || 1 Perfect Attack: 66F<br>2 Perfect Attacks: 103F<br>3 Perfect Attacks: 139F<br>4 Perfect Attacks: 208F<br>5 Perfect Attacks: 252F || 15 || 70.2<br>140.4<br>210.6<br>280.8<br>351.0 | ||
+ | |- | ||
+ | | Cerberus Dance || 178F || 2416 || 814 || - || 30 || 80.5 | ||
+ | |- | ||
+ | | Cerberus Dance Zero || 111F || 2568 || 1388 || Best Customization || 30 || 85.6 | ||
+ | |- | ||
+ | | Wild Round || 123F || 2259 ||1102 || - || 28 || 80.7 | ||
+ | |- | ||
+ | | Rising Kaiser || 45F || 957 || 957 || Final Hit occurs at 90F || 20 || 47.9 | ||
+ | |- | ||
+ | | Spin Dance || 27F (normal)<br>37F (2 hits) || 276<br>551 || 590<br>894 || Perfect attack possible from 27F to 70F || 5 || 55.2<br>110.2 | ||
+ | |- | ||
+ | | Normal Attack 1<br>Normal Attack 2<br>Normal Attack 3<br>Normal Attack 1~3 || 30F<br>41F<br>39F<br>110F || 380<br>315x2<br>908<br>1918 || 760<br>922<br>1397<br>1046 || PP recovery per second is listed in DPP Column || -11<br>-16<br>-18<br>-45 || 21.3<br>21.3<br>25.7<br>22.9 | ||
+ | |- | ||
+ | | Step Attack || 15+33F || 349x2 || 873 || PP recovery per second is listed in DPP Column || -16 || 16.8 | ||
+ | |- | ||
+ | |} | ||
+ | </div> | ||
+ | <br> | ||
+ | Source: [https://pso2.swiki.jp/index.php?%E3%83%95%E3%82%A9%E3%83%88%E3%83%B3%E3%82%A2%E3%83%BC%E3%83%84%2F%E3%83%AF%E3%82%A4%E3%83%A4%E3%83%BC%E3%83%89%E3%83%A9%E3%83%B3%E3%82%B9%E7%B3%BB#p333e23b JP Wiki] | ||
+ | --> | ||
+ | {{PSO2 Navbox}} |
Latest revision as of 13:58, 6 July 2021
Photon Arts | |||
---|---|---|---|
Hunter | Swords | Wired Lances | Partisans |
Fighter | Daggers | Double Sabers | Knuckles |
Ranger | Rifles | Launchers | |
Gunner | Twin Machine Guns | ||
Techter | Wands | ||
Braver | Katanas | Bows | |
Bouncer | Soaring Blades | Jet Boots | |
Hero | Swords | Twin Machine Guns | Talis |
Phantom | Katanas | Rifles | Rods |
Etoile | Double Sabers | Soaring Blades | Wands |
Luster | Gunblades | ||
All Class | Gunblades | ||
Buildup Photon Arts |
Wired Lance Photon Arts | |||||
---|---|---|---|---|---|
Wire Driver | Grapple Kick | Heavenly Drop | Cyclone Driver / Zero | Twist Driver | Shocktether |
Fulcrum Swing | Cerberus Dance / Zero | Wild Cyclone | Rising Kaiser | Spin Dance |
Overview
Being one of the Hunter's other choice of weapons, its attacks are generally based around grappling the enemy with a multitude of its PAs. Grappling enemies with the PAs will cause other players who were locked onto the target to lose their lock on.
If the enemy is grappled near a wall, the enemy will be stuck behind the wall during the PA, not allowing anyone else to deal damage.
By equipping Alternate Wired Mode (L), grapple PAs onto the enemy will ignore the actual grapple, allowing others to keep their lock on.
When grapple PAs are intiated onto targets that ignore this property, light balls will appear instead of grappling the actual target.
Wired Lances have an unique trait of having guard frames in many of its PAs.
Photon Arts
Wire Driver
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Wire Driver | Potency | 1448 | 1732 | Grabs a target then smashes them hard into the ground. | |
DEX Correction | 100 | ||||
PP | 20 |
- Grabs a target with the wires, lifting them up before slamming them into the ground. Damage is occured at the impact of grappling and slamming.
- It is possible to change direction slightly before slamming down the enemy.
- When slamming the enemy from the PA, a shockwave is generated that can hit other enemies (Knockdown effect).
- When the PA is activated in the air, the entire movement is stationary.
- Best used in situations where there are an abundance of enemies nearby.
- Regardless of grappling an enemy or light ball, if it doesn't land on the ground, the damage will not be dealt.
- The intial grappling animation has front facing guard frames.
- The grappling is 10% of the stated power while the slam is 90% of the stated power. All hits connecting will result in the full power notation as shown.
Grapple Kick
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Grapple Kick | Potency | - | 1393 | Grabs a target, then uses the force of the retracting wire to unleash a powerful kick. | |
DEX Correction | 100 | ||||
PP | 20 |
- Sends out wires to grapple the target to close in on distance and kick away the enemy. The attack is triggered even if you don't grapple the enemy.
- Can turn in either direction slightly during the PA.
- When used on the ground, movement is made along the terrain, but when used in the air, movement is made while maintaining altitude.
- The intial grappling animation has front facing guard frames.
- The grappling is 10% of the stated power while the kick is 90% of the stated power. All hits connecting will result in the full power notation as shown.
Heavenly Drop
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Heavenly Drop | Potency | - | 1769 | Grabs a target and soars high into the air with them before slamming them back down into the ground. | |
DEX Correction | 100 | ||||
PP | 20 |
- Grabs the enemy right in front of the user, raising it into the air and slamming it onto the ground. The attack will occur when the user successfully grapples. Invulnerability duration occurs at the start of the grapple until the animation ends.
- The intial grappling animation has front facing guard frames.
- While the target is locked on, performing the PA will move the user roughly 0.5 sidesteps towards the target.
- During the PA, the user can move in any direction before the slam, allowing for easy retreat.
- A shockwave is made when the slam is made, damaging any enemies who are near it.
- The grappling is 10% of the stated power while the slam is 90% of the stated power. All hits connecting will result in the full power notation as shown.
Cyclone Driver
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Cyclone Driver | Potency | - | 2565 | Grabs a target and whirls it around at high speeds, damaging both it and the surrounding enemies. | |
DEX Correction | 95 | ||||
PP | 32 |
- Sends out wires to grapple the enemy and swings it around the user before throwing it away, damaging both the enemy and anyone else caught by it.
- During the PA, the user gains Super Armor and continously knocks back any enemies in all directions while moving slowly. The PA cannot be canceled.
- The intial grappling animation has front facing guard frames.
- When the PA is used in the air, altitude is maintained.
- The grappling is 17% of the stated power, the swing is 17% x 5 of the stated power, and the throw is 6% of the stated power. All hits connecting will result in 108% of the stated power.
Cyclone Driver Zero
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Cyclone Driver Zero | Potency | - | 6157 | Grabs a target and whirls it around. Holding the button down extends attack time and speeds up rotation. | |
DEX Correction | 95 | ||||
PP | 32 |
Custom Type 1: Power +0 ~ +559
Custom Type 2: PP Consumption +0 ~ +10
- Holding the button down will extend the spins (up to 15 hits).
- Past the 9th hit, rotation speed and movement speed increases.
- Not holding down the button will cause the PA to do up to 6 hits before the finish.
- Unlike the original, directional input can be made while throwing the enemy away.
- The intial grappling animation has front facing guard frames.
- The grappling is 6% of the stated power, the swing is 6% up to maximum 15 of the stated power, and the throw is 6% of the stated power. All hits connecting will result in 108% of the stated power.
Twist Driver
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Twist Driver | Potency | - | 1678 | Grabs a target and then releases it spinning at a high speed, which can draw in and damage other foes. | |
DEX Correction | 100 | ||||
PP | 28 |
- Sends out the right-handed wire to grapple the enemy and spins the target around. The tornado effect changes with Focus consumption and expands suction range.
- Has a total of 4 hits in its attack, first hit from grappling followed by 3 hits from the tornado. Only grappled enemies will be stunned by the tornado.
- Directional input can be made during the PA to designate where the tornado is going.
- The intial grappling animation has front facing guard frames.
- The grappling is 9% of the stated power, the tornado is 27% x 3 of the stated power, and at the end of grapple is 10% of the stated power. All hits connecting will result in the full power notation as shown.
Shocktether
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Shocktether | Potency | - | 4981 | Grabs a target and then zaps it with electricity. Repeatedly press the button to increase the number of hits. | |
DEX Correction | 100 | ||||
PP | 30 |
- Sends out wires to grapple the enemy and send electrical current through the wires, damaging it continously. The PA has Super Armor for during the animation while grappling. There is no actual shock effect though.
- If the enemy cannot be grappled, a light ball will be made instead.
- Damage is dealt from the user themself to the tip of the wire, but only the tip of the wire has additional damage.
- The tip of the wires is fixed at a distance of about two sidesteps.
- Non-grappled enemies can also be damaged if theyre touching the tip.
- Additional damage is lost if the grappled enemy dies during the PA.
- Deals 1 hit on the grapple, 1 hit at the end, 5 hits on the wires, and up to 10 additional hits on the tip with multiple PA presses, for a total of 17 hits.
- If you press the PA button after the additional hits, the Perfect Attack window will disappear.
- The intial grappling animation has front facing guard frames.
- The grappling is 5% of the stated power, the wires is 5% x 5 of the stated power, the additional hits are 9% x 10 of the stated power, and at the end of grapple is 5% of the stated power. All hits connecting will result in 125% of the stated power.
- If the enemy cannot be grappled, the last hit will not connect and all hits outside of that will result in 120% of the stated power.
Fulcrum Swing
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Fulcrum Swing | Potency | - | 5266 | Hook onto a point in empty space and unleash a back-and-forth swinging attack. | |
DEX Correction | 100 | ||||
PP | 15 |
- A non-grappling attack that moves back and forth to attack like a trapeze after sending a wire into the air. Has a maximum of 5 hits and directional input can be made during the PA.
- No Super Armor before the first hit, but at the moment when the first hit is made.
- The PA can be canceled into any attack or guard action at any point after you gain Super Armor during the animation.
- There are front facing guard frames at certain points of the animation.
- Occurs at a total of 5 times, all before a Perfect Attack window is shown.
- At the end of the attack, the PA elevates the user upwards, allowing continously increased altitude with mulitple uses.
- The swings are 20% x 5 of the stated power. All hits connecting will result in the full power notation as shown.
Cerberus Dance
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Cerberus Dance | Potency | - | 2416 | Taps into the lance's unique properties to unleash a furious flurry of blows. | |
DEX Correction | 100 | ||||
PP | 30 |
- A non-grappling attack that is not subject to Focus consumption. Focus gauge builds up if the attacks hit.
- Swings around the wires in a wide area four times before a high-powered launching attack. When used on the ground, the user gradually moves forward.
- The swings are 15% x 4 of the stated power with the final hit having 40% of the stated power. All hits connecting will result in the full power notation as shown.
- The PA will be stationary when used in the air.
- The PA can be guard canceled right after the last attack happens.
- The user will have Super Armor for the duration of the PA.
Cerberus Dance Zero
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Cerberus Dance Zero | Potency | - | 2372 | Unleash a series of combo attacks without utilizing the wire. This shrewd, merciless dance of death makes quick work of the target. | |
DEX Correction | 100 | ||||
PP | 40 |
Custom Type 1: Power +0 ~ +196
Custom Type 2: PP Consumption -0 ~ -10
- Unlike its original counterpart, this has increased animation speed and reduced attack range.
- The swings are 15% x 4 of the stated power with the final hit having 40% of the stated power. All hits connecting will result in the full power notation as shown.
- Directional input can be made during the PA.
Wild Cyclone
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Wild Cyclone | Potency | - | 2215 | Swings the weapon from a standing position unleashing a string of attacks on surrounding targets. | |
DEX Correction | 100 | ||||
PP | 28 |
- A non-grappling, non-Focus-consuming PA that accumulates more quickly than the other PAs, allowing the user to quickly fill their Focus gauge if they are hitting multiple enemies.
- Makes 6 circular attacks centered around the user.
- Has a short duration of about 2 seconds with the ability to guard cancel at the end of the PA.
- Slight directional input can be made during the PA if the user is not locked onto a target.
- The PA will be stationary when used in the air.
- The attacks are 17% x 6 of the stated power. All hits connecting will result in 102% of the stated power.
Rising Kaiser
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Rising Kaiser | Potency | - | 957 | Hurl the weapon into the ground, attacking foes by shooting back up from beneath them. | |
DEX Correction | 100 | ||||
PP | 20 |
- A non-grappling anti-air PA, thrusts the wires into the ground and attacks from the feet of the target enemy, up to 5 hits at a time.
- When the damage occurs, the PA can be guard canceled right before the Perfect Attack window.
- Fills Focus gauge by a considerable amount.
- Attacks are made from when the wires appear out of the ground to hit the enemy.
- Has a range of about 8 sidesteps.
- Activating the PA from the air will force the user to land on the ground and cannot be canceled until the user lands with Super Armor for that duration.
- The attacks are 20% x 5 of the stated power. All hits connecting will result in the full power notation as shown.
Spin Dance
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Spin Dance | Potency | 360 | 551 | Deftly avoid enemy attacks while unleashing attacks of your own. Pressing in a direction will alter the Photon Art's trajectory. | |
DEX Correction | 100 | ||||
PP | 5 |
- A non-grappling PA that can move in four different directions with directional input. Travels a considerable amount of distance and damages enemies caught by the PA. Without any directional input, the PA will move the user backwards.
- If the user is locked onto an enemy, the PA will move towards the target, and left/right directional inputs will move around the target.
- Has 2 Perfect Attack windows, one on the first spin and one on the second spin. Can be guard canceled in the middle of the first spin.
- Has invulnerability frames until the end of the first spin.
- The spins are 50% x 2 of the stated power. All hits connecting will result in the full power notation as shown.
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