Difference between revisions of "Wired Lances Photon Arts"

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{{Template:Photon_Arts_Listing}}
 
{{Template:Photon_Arts_Listing}}
  
===Wired Lances===
+
=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>
 +
==Wired Lances==
 +
===Wire Driver===
 
<div class="mx-auto table-responsive">
 
<div class="mx-auto table-responsive">
{{PAList/Header}}
+
{| class="center prettytable" style="width: 100%;"
 
+
! style="width: 70px;"| Icon
 
+
! style="width: 150px;"| Name
{{PAList | UIPAWireDriver.png | Wire Driver | 20 | 100% | Lv1 = ?? | Lv15 = 1665 | Grabs a target then smashes them hard into the ground. | Lv.4+ [[Sylvants|Grulf]] (Hard)<br>Lv.4-8 [[Sylvants|Fang Banshee]] (Hard) }}
+
! style="width: 70px;"| Stat
 
+
! style="width: 150px;"| +1
{{PAList | UIPAGrappleKick.png | Grapple Kick | 20 | 100% | Lv1 = ?? | Lv15 = 1339 | Grabs a target, then uses the force of the retracting wire to unleash a powerful kick. | Lv.4-8 [[Falspawn|Krahda]] (Hard)<br>Lv.4-9 [[Sylvants|Snow Banser]] (Hard) }}
+
! style="width: 150px;"| +17
 
+
! | Description
{{PAList | UIPAHeavenlyDrop.png | Heavenly Drop | 20 | 100% | Lv1 = ?? | Lv15 = 1700 | Grabs a target and soars high into the air with them before slamming them back down into the ground. |Lv.4-9 [[Sylvants|Grulfer]](Hard)<br> Lv.4-8 [[Sylvants|Fang Banshee]](Hard) }}
+
|-
 
+
| rowspan="3" | [[File:UIPAWireDriver.png|link=]]
{{PAList | UIPACycloneDriver.png | Cyclone Driver | 32 | 85% | Lv1 = ?? | Lv15 = 2466 | Grabs a target and whirls it around at high speeds, damaging both it and the surrounding enemies. | ?? }}
+
| rowspan="3" | Wire Driver
 
+
| Potency
{{PAList | UIPATwistDriver.png | Twist Driver | 28 | 100% | Lv1 = ?? | Lv15 = 1613 | Grabs a target and then releases it spinning at a high speed, which can draw in and damage other foes. | Lv.4-7 [[Draconians|Deeg]] (Hard)<br>Lv.4-7 [[Draconians|Sol Deegahla]] (Hard) }}
+
| 1448
 
+
| 1732
{{PAList | UIPAShocktether.png | Shocktether | 30 | 100% | Lv1 = ?? | Lv15 = 4788 | Grabs a target and then zaps it with electricity. Repeatedly press the button to increase the number of hits. |Lv.4-9 [[Oceanids|Turbon]] (Hard) <br> Lv.4-6 [[Nightfallers|Kodoniagari]] (Hard)<br> Lv10 Nightfall Province Exploration (Hard)}}
+
<!--Description-->
 
+
| rowspan="3" | Grabs a target then smashes them hard into the ground.
{{PAList | UIPAFulcrumSwing.png | Fulcrum Swing | 15 | 100% | Lv1 = ?? | Lv15 = 5162 | Hook onto a point in empty space and unleash a back-and-forth swinging attack. |Lv9 Volcanic Exploration (Hard)<br>Lv.4-8 [[Nightfallers|Gigur Gunnegam]] (Hard)<br> Lv9 Daybreak Exploration (Hard).}}
+
|-
 
+
| DEX Correction || colspan="2" | 100
{{PAList | UIPACerberusDance.png | Cerberus Dance | 30 | 100% | Lv1 = ?? | Lv15 = 2322 | Taps into the lance's unique properties to unleash a furious flurry of blows. |Lv.4-5 [[Sylvants|Snow Banshee]] (Hard)<br>Lv.4-7 [[Sylvants|Snow Banser]] (Hard)<br> Lv10 Tundra Exploration (Hard)<br>Lv10 Underground Shafts Exploration (Hard)<br>Lv.4-10 [[Draconians|Quartz Dragon]] (Hard)<br> Lv10 Ruins Exploration (Hard)<br> Lv10 Dragon Altar Exploration (Hard)<br> Lv10 Daybreak Province Exploration (Hard)<br> Lv.1+ [[Falspawn|Dagan Nero]] (Hard)}}
+
|-
 
+
| PP || colspan="2" | 20
{{PAList | UIPAWildRound.png | Wild Cyclone | 28 | 100% | Lv1 = ?? | Lv15 = 2172 | Swings the weapon from a standing position unleashing a string of attacks on surrounding targets. | Lv.4-9 [[Draconians|Dragon X]] (Hard) }}
+
|}
 
+
</div>
{{PAList | UIPARisingKaiser.png | Rising Kaiser | 20 | 100% | Lv1 = ?? | Lv15 = 920 | Hurl the weapon into the ground, attacking foes by shooting back up from beneath them. |??}}
+
* 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.
{{PAList | UIPASpinDance.png | Spin Dance | 10 | 100% | Lv1 = ?? | Lv10 = 515 | Deftly avoid enemy attacks while unleashing attacks of your own. Pressing in a direction will alter the Photon Art's trajectory. | Lv.1-7 [[Draconians|Quartz Dragon (Normal)]]<br> Lv9 Tundra Exploration (Hard)<br> Lv.9-15 Adv. Directive: Nightfall (SH)}}
+
** 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.
</table>
+
* 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>
 
</div>
<br><br>
+
* 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 ==
 
== Wired Lance Frame Data ==
 
60F = 1 second <br>  
 
60F = 1 second <br>  
 
DPS = Damage per second <br>
 
DPS = Damage per second <br>
 
DPP = Damage per PP <br>
 
DPP = Damage per PP <br>
Damage increases when focus gauge is consumed. Some abilities do not consume focus, because they are used to increase the focus gauge.<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 abilities grab enemies. When these abilities are used on enemies that cannot be grabbed (e.g. bosses), a light ball is used in place of the grabbed enemy. <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>
 
<br>
 
Disclaimer: <br>
 
Disclaimer: <br>
This data assumes level 17 discs, which do not currently exist in NA <br>
+
This data assumes level 17 discs.
Type Zero PAs are not currently available in NA <br><br><br>
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Name !! Frame !! Power(Focus) !! DPS(Focus) !! Notes !!  PP Cost !! DPP (Focus)
+
! 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)
+
| 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)
+
| 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)
+
| Heavenly Drop || 82F || 1769 (2300) || 1294 (1683) || - || 20 || 88.5 (114.9)
 
|-
 
|-
| PG Heavenly Drop Ring lvl 20 || 82F || 2249(2924) || 1646(2139) || - || 0 || -
+
| 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 || 206F (normal)<br>220F (light ball) || 2770 (3601) || 807 (1049)<br>756 (982) || - || 32 || 86.6 (112.5)
 
|-
 
|-
| Cyclone Driver Type 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)
+
| 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)
+
| 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)
+
| 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
 
| 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
Line 66: Line 438:
 
| Cerberus Dance || 178F || 2416 || 814 || - || 30 || 80.5
 
| Cerberus Dance || 178F || 2416 || 814 || - || 30 || 80.5
 
|-
 
|-
| Cerberus Dance Type Zero || 111F || 2568 || 1388 || Best Customization || 30 || 85.6
+
| Cerberus Dance Zero || 111F || 2568 || 1388 || Best Customization || 30 || 85.6
 
|-
 
|-
 
| Wild Round || 123F || 2259 ||1102 || - || 28 || 80.7  
 
| Wild Round || 123F || 2259 ||1102 || - || 28 || 80.7  

Revision as of 02:43, 22 September 2020


Overview

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.

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.

Wired Lances

Wire Driver

Icon Name Stat +1 +17 Description
UIPAWireDriver.png 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
UIPAGrappleKick.png 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
UIPAHeavenlyDrop.png 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
UIPACycloneDriver.png 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
UIPACycloneDriver.png 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
UIPATwistDriver.png 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
UIPAShocktether.png 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
UIPAFulcrumSwing.png 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
UIPACerberusDance.png 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
UIPACerberusDance.png 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
UIPAWildRound.png 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
UIPARisingKaiser.png 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
UIPASpinDance.png 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.


Wired Lance Frame Data

60F = 1 second
DPS = Damage per second
DPP = Damage per PP
Damage increases when Focus Gauge is consumed. Some PAs do not consume Focus, because they are used to increase the Focus gauge.
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.

Disclaimer:
This data assumes level 17 discs.

Name Frame Power (Focus) DPS (Focus) Notes PP Cost DPP (Focus)
Wire Driver 77F (normal)
81F (light ball)
1732 (2252) 1350 (1754)
1283 (1668)
- 20 86.6 (112.5)
Grapple Kick 66F (hold)
55F (no hold)
1393 (1811)
1254 (1630)
1266 (1646)
1368 (1778)
- 20 69.7 (90.5)
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)
220F (light ball)
2770 (3601) 807 (1049)
756 (982)
- 32 86.6 (112.5)
Cyclone Driver Zero 410F (normal)
418F (light ball)
6850 (8905)
6447 (8382)
1002 (1303)
925 (1203)
Best Customization 32 214.1 (278.3)
201.5 (261.9)
Twist Driver 111F 1678(2181) 907 (1179) - 28 59.9 (77.9)
Shock Tether 269F 6226 (8094)
5977 (7770)
1389 (1805)
1333 (1733)
Hold
No Hold
30 207 (269.8)
199.2 (259.0)
Fulcrum Swing 252F 5266 957
1227
1364
1215
1254
1 Perfect Attack: 66F
2 Perfect Attacks: 103F
3 Perfect Attacks: 139F
4 Perfect Attacks: 208F
5 Perfect Attacks: 252F
15 70.2
140.4
210.6
280.8
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)
37F (2 hits)
276
551
590
894
Perfect attack possible from 27F to 70F 5 55.2
110.2
Normal Attack 1
Normal Attack 2
Normal Attack 3
Normal Attack 1~3
30F
41F
39F
110F
380
315x2
908
1918
760
922
1397
1046
PP recovery per second is listed in DPP Column -11
-16
-18
-45
21.3
21.3
25.7
22.9
Step Attack 15+33F 349x2 873 PP recovery per second is listed in DPP Column -16 16.8


Source: JP Wiki