Home · skill · Fists_LightMonk_Skill1

Fires a light wave at an enemy, dealing 40% Dexterity + 40% Faith to the first enemy hit and marking them for ::ref_duration::.

If an enemy is marked, you can recast to dash to them and deal 120% Dexterity + 120% Faith.

Properties

status
QA
type
Weapon Skill
nature
Ability
cooldown
16
steps
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Referenced by

Raw data
{
  "status": "QA",
  "gfx": {
    "file": "UI/icons/atlas_weapon_Fists_96PX.png",
    "size": 48,
    "x": 14,
    "y": 0,
    "width": 2,
    "height": 2
  },
  "id": "Fists_LightMonk_Skill1",
  "type": "WeaponSkill",
  "nature": "Ability",
  "texts": {
    "name": "Blind Breakthrough",
    "desc": "Fires a light wave at an enemy, dealing ::dmg:: to the first enemy hit and marking them for ::ref_duration::.\n\nIf an enemy is marked, you can recast to dash to them and deal ::ref2_dmg::.",
    "rankDescs": [
      {
        "rank": 2,
        "desc": "Cooldown reduced to ::cooldown::.",
        "flags": 1
      },
      {
        "rank": 2,
        "desc": "Damage dealt to enemies under ::threshold%:: [Health] increased by ::damage%::.",
        "flags": 0
      }
    ],
    "refs": {
      "ref": "Fists_LightMonk_Skill1_Status",
      "ref2": "Fists_LightMonk_Skill1_Recast"
    }
  },
  "anim": {
    "file": "Anim/Human/Common/_Fists/Skill/Anim_Human_Fists_EnergyBlast.fbx",
    "blend": 0.03
  },
  "cooldown": 16,
  "steps": [
    {
      "on": 0,
      "props": {},
      "type": 3,
      "duration": 0.15
    },
    {
      "on": 0,
      "props": {
        "rotation": {
          "limiter": 1000,
          "direction": 3
        }
      },
      "type": 13,
      "duration": 0.15
    },
    {
      "on": 14,
      "props": {},
      "type": 25,
      "visuals": {
        "fxs": [
          {
            "set": "Telegraph_Line_Preview",
            "props": {
              "matchStep": "Projectile"
            },
            "flags": 24
          }
        ]
      },
      "duration": 0.15,
      "range": 30
    },
    {
      "on": 7,
      "props": {},
      "type": 11,
      "visuals": {
        "playAnims": [
          {
            "anim": {
              "file": "Anim/Human/Common/_Fists/Skill/Anim_Human_Fists_EnergyBlast.fbx",
              "blend": 0,
              "startFrame": 8
            }
          }
        ]
      }
    },
    {
      "on": 7,
      "props": {},
      "visuals": {
        "fxs": [
          {
            "set": "Light_Blast",
            "props": {
              "offset": {
                "x": 1,
                "y": 0,
                "z": 0,
                "height": 0
              }
            },
            "scale": 0.75,
            "space": 0,
            "flags": 40
          }
        ]
      },
      "delay": -0.05,
      "type": 11,
      "duration": "\n"
    },
    {
      "on": 7,
      "props": {
        "move": {
          "dashSmoothing": 1,
          "direction": [
            1
          ]
        }
      },
      "type": 8,
      "delay": -0.07,
      "duration": 0.4,
      "range": 2
    },
    {
      "on": 7,
      "props": {
        "projectile": {
          "speed": 70,
          "base": "MissileFollowTerrain",
          "followForceCurve": [
            0,
            0.05,
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            -0.00277277893662861,
            0.252838582201753,
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            0.319688368568298,
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          ],
          "activationDelay": 0,
          "variant": 0,
          "aimStyle": 2,
          "collisionRadius": 1.5,
          "fxSet": "Projectile_Light_Fist_Big",
          "scale": 0.75,
          "hitCount": 1
        },
        "position": {
          "origin": 0
        }
      },
      "id": "Projectile",
      "type": 7,
      "delay": -0.05,
      "range": 30
    },
    {
      "on": 7,
      "props": {},
      "visuals": {
        "camShake": 5
      },
      "delay": 0.01
    },
    {
      "on": 7,
      "props": {},
      "type": 24
    },
    {
      "on": 2,
      "props": {
        "position": {
          "origin": 2
        }
      },
      "type": 0,
      "effects": [
        {
          "affinity": "Light",
          "effect": 0,
          "scaling": [
            {
              "ratio": 0.4,
              "atb": "Dexterity"
            },
            {
              "ratio": 0.4,
              "atb": "Faith"
            }
          ],
          "baseVal": 0,
          "flags": 0
        }
      ]
    },
    {
      "on": 2,
      "props": {
        "status": {
          "ref": "Fists_LightMonk_Skill1_Status"
        }
      },
      "type": 1
    },
    {
      "on": 0,
      "props": {},
      "id": "everything_below_this_step_is_placeholder_for_the_2nd_part_of_the_skill_"
    }
  ],
  "flags": [],
  "mastery": [],
  "props": {
    "rankOverride": [
      {
        "minRank": 2,
        "props": {
          "cooldown": 12
        }
      }
    ],
    "subskills": [
      {
        "skill": "Fists_LightMonk_Skill1_Recast"
      }
    ]
  },
  "vars": {
    "threshold": 0.35,
    "damage": 0.5
  },
  "script": "function canRecast() {\n\treturn getInflictedStatuses(Fists_LightMonk_Skill1_Status).length > 0;\n}\n\nfunction shouldHighlightSkill(){\n\treturn canRecast();\n}\n\nfunction onInflictDamageEval(hit) {\n\tif (rank >= 3 && hit.targetUnit.healthRatio < vars.threshold && (hit.skillId == skill.kind || hit.skillId == Skill.Fists_LightMonk_Skill1_Recast)) {\n\t\thit.dmgMult += vars.damage;\n\t}\n}\n\nfunction onSkillProc(ctx) {\n\tif (ctx.skillId == Skill.Fists_LightMonk_Skill1_Recast) {\n\t\tfor (s in getInflictedStatuses(Fists_LightMonk_Skill1_Status)) {\n\t\t\ts.remove();\n\t\t}\n\t}\n}\n\nfunction getOverrideSkill() {\n\tif (canRecast()) {\n\t\treturn Skill.Fists_LightMonk_Skill1_Recast;\n\t}\n\treturn null;\n}",
  "_xrefs": [
    {
      "from_sheet": "item",
      "from_id": "Fists_LightMonk",
      "via_field": "skills"
    }
  ]
}