Abyssal Grip

Skill #31308 · Séraphin server

All skills

#31308

Abyssal Grip

ActiveDarkMax lv 10
Abyssal Grip Lv10
DarkMP 500 1 sec
Shade Attack Spell
Claws from an unknown entity emerge from the ground and hold the enemy in place.
Cool Time 50 sec

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

What the skill does

Lv 10 · +0
  • Magic damage in an area: 140 % of your magic attack + 150.
  • Then: applies "Hold" (level 1) for 5 s.

Characteristics

Lv 10 · +0
Type
Active
Element
Dark
MP cost
500
Casting time
1 sec
Cooldown
50 sec
Range
16
Area of effect
16

Applied state

Hold#6007 · open the state page
Level
1
Duration
5 sec
Chance
100 %

Learned by

  • Skill steps

    • Up to level 5requires: Apostle of Darkness lv 1
    • Up to level 10requires: Apostle of Darkness lv 2

Prerequisites

Learning cost

Job points (JP) needed to reach the level.
LevelJPTotal JP
1131,000131,000
2245,000376,000
3458,000834,000
4856,0001,690,000
51,599,0003,289,000
62,987,0006,276,000
75,578,00011,854,000
810,419,00022,273,000
919,461,00041,734,000
1036,348,00078,082,000
Raw server dataTo check a calculation: not needed to understand the skill.

Effect type : 261 · MAGIC_SINGLE_REGION_DAMAGE

VariableValueMeaning
var10.9int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() +
var20.05int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() +
var30.042int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() +
var515int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() +
var1010float effectLength = GetSkillBase()->GetEffectType() == SkillBase::EF_MAGIC_SINGLE_REGION_DAMAGE_ADD_RANDOM_STATE ? GetVar(12) : GetVar(9);
var111float distributeType = GetSkillBase()->GetEffectType() == SkillBase::EF_MAGIC_SINGLE_REGION_DAMAGE_ADD_RANDOM_STATE ? GetVar(13) : GetVar(10);
var128float targetMax = GetSkillBase()->GetEffectType() == SkillBase::EF_MAGIC_SINGLE_REGION_DAMAGE_ADD_RANDOM_STATE ? GetVar(14) : GetVar(11);