Shuddering Flame

Skill #2082 · Séraphin server

All skills

#2082

Shuddering Flame

ActiveFireMax lv 20
Shuddering Flame Lv20
FireMP 1100
Fire Attack Skill
Range Attack Skill. Two-handed Axe Only. You swing your axe wildly and attack multiple enemies with three successive hits.
Cool Time 1 min

Skill card enhancement: lowers the MP cost, casting time or cooldown depending on the skill.

Characteristics

Lv 20 · +0
Type
Active
Element
Fire
MP cost
1,100
Casting time
Instant
Cooldown
1 min
Range
Weapon range
Critical bonus
+10

Learned by

  • Skill steps

    • Up to level 4requires: job level 15, Blasting Rock Cut lv 6
    • Up to level 6requires: job level 20, Blasting Rock Cut lv 6
    • Up to level 8requires: job level 30, Blasting Rock Cut lv 6
    • Up to level 10requires: job level 40, Blasting Rock Cut lv 6
  • Skill steps

    • Up to level 6requires: job level 20, Two-Handed Axe Training lv 6
    • Up to level 8requires: job level 30, Two-Handed Axe Training lv 6
    • Up to level 10requires: job level 40, Two-Handed Axe Training lv 6
  • Skill steps

    • Levels 11 to 15requires: Steel Presence lv 1
    • Levels 16 to 20requires: Steel Presence lv 2
  • Skill steps

    • Levels 11 to 15requires: Blessing of Purified Water lv 1
    • Levels 16 to 20requires: Blessing of Purified Water lv 2

Prerequisites

Learning cost

Job points (JP) needed to reach the level.
LevelJPTotal JP
143,40043,400
251,40094,800
360,000154,800
484,600239,400
597,100336,500
6135,000471,500
7152,000623,500
8171,000794,500
9241,0001,035,500
10281,0001,316,500
11679,0001,995,500
12787,0002,782,500
13904,0003,686,500
141,268,0004,954,500
151,427,0006,381,500
161,984,0008,365,500
172,165,00010,530,500
182,350,00012,880,500
193,166,00016,046,500
203,393,00019,439,500
Raw server dataTo check a calculation: not needed to understand the skill.

Effect type : 30012 · PHYSICAL_MULTIPLE_REGION_DAMAGE

VariableValueMeaning
var11.75nDamage *= GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(10) * GetEnhance();nDamage *= GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(11) * GetEnhance();
var20.5nDamage *= GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(10) * GetEnhance();nDamage *= GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(11) * GetEnhance();
var3152nDamage += GetVar(2) + GetVar(3) * GetRequestedSkillLevel() + GetVar(11) * GetEnhance();nDamage += GetVar(2) + GetVar(3) * GetRequestedSkillLevel() + GetVar(12) * GetEnhance();
var470nDamage += GetVar(2) + GetVar(3) * GetRequestedSkillLevel() + GetVar(11) * GetEnhance();nDamage += GetVar(2) + GetVar(3) * GetRequestedSkillLevel() + GetVar(12) * GetEnhance();
var57float fEffectLength = GetVar(4) * GameRule::DEFAULT_UNIT_SIZE;
var61nDamage = EnumSkillTargetsAndCalcDamage( m_pOwner->GetCurrentPosition( t ), m_pOwner->GetLayer(), pTarget->GetCurrentPosition( t ), bTargetOrigin, fEffectLength
var715nDamage = EnumSkillTargetsAndCalcDamage( m_pOwner->GetCurrentPosition( t ), m_pOwner->GetLayer(), pTarget->GetCurrentPosition( t ), bTargetOrigin, fEffectLength
var86nCount = GetVar(7) + GetVar(8) * GetRequestedSkillLevel();nRegionType = static_cast< int >( GetVar(7) );
var100.02nFireInterval = GetVar(9) * 100;nCount = GetVar(9) + GetVar(10) * GetRequestedSkillLevel();
var110.15nDamage *= GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(10) * GetEnhance();nCount = GetVar(9) + GetVar(10) * GetRequestedSkillLevel();
var12140nDamage += GetVar(2) + GetVar(3) * GetRequestedSkillLevel() + GetVar(11) * GetEnhance();nDamage *= GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(11) * GetEnhance();