Eternal Pillar of Fire
Skill #3183 · Séraphin server
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Eternal Pillar of Fire#13183 · open the state page
#3183
Eternal Pillar of Fire
ActiveFireMax lv 10
Eternal Pillar of Fire Lv10
FireMP 965 2 sec
Fire Attack Spell
Damages the target and enemies nearby and continues to damage them over time using a huge pillar of fire.
Cool Time 20 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: 570 % of your magic attack + 1,850.
- Then: applies "Eternal Pillar of Fire" (level 60) for 10 s.
Characteristics
Lv 10 · +0- Type
- Active
- Element
- Fire
- MP cost
- 965
- Casting time
- 2 sec
- Cooldown
- 20 sec
- Range
- 20
- Area of effect
- 20
Applied state
- Level
- 60
- Duration
- 10 sec
- Chance
- 100 %
Learned by
Skill steps
- Up to level 8requires: job level 35, Spear of Flame lv 1
- Up to level 10requires: job level 40, Spear of Flame lv 1
Prerequisites
Learning cost
Job points (JP) needed to reach the level.| Level | JP | Total JP |
|---|---|---|
| 1 | 39,000 | 39,000 |
| 2 | 46,200 | 85,200 |
| 3 | 54,000 | 139,200 |
| 4 | 76,100 | 215,300 |
| 5 | 87,400 | 302,700 |
| 6 | 121,000 | 423,700 |
| 7 | 137,000 | 560,700 |
| 8 | 154,000 | 714,700 |
| 9 | 216,000 | 930,700 |
| 10 | 253,000 | 1,183,700 |
Raw server dataTo check a calculation: not needed to understand the skill.
Effect type : 261 · MAGIC_SINGLE_REGION_DAMAGE
| Variable | Value | Meaning |
|---|---|---|
| var1 | 2.9 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var2 | 0.28 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var3 | 0.15 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var4 | 950 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var5 | 90 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var6 | 90 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var10 | 10 | float effectLength = GetSkillBase()->GetEffectType() == SkillBase::EF_MAGIC_SINGLE_REGION_DAMAGE_ADD_RANDOM_STATE ? GetVar(12) : GetVar(9); |
| var11 | 1 | float distributeType = GetSkillBase()->GetEffectType() == SkillBase::EF_MAGIC_SINGLE_REGION_DAMAGE_ADD_RANDOM_STATE ? GetVar(13) : GetVar(10); |
| var12 | 10 | float targetMax = GetSkillBase()->GetEffectType() == SkillBase::EF_MAGIC_SINGLE_REGION_DAMAGE_ADD_RANDOM_STATE ? GetVar(14) : GetVar(11); |

