Cleaning up some of the tips/tricks and moving them to a Google Document.
Click here if you want to view the ones I took off the list.
Skill Names Version:
South East Asia
Basic General Tips:
•For the T4 Skill System1, for every 5 levels (Levels 1, 6, 11, etc) you level up a skill the damage will get a significant boost in damage. For certain skills, getting them to Level 6 will add an extra effect or enhancement to the skill.Damage gains are roughly 3 times higher than normal. Generally, the level after the significant boost is followed by a significant Flat damage boost. This is normally 1-2 levels after the increase (Therefore, 7-8, 12-13, and 17-18).
•Every skill has a certain amount of "Superarmor HP". If you are new to gaming or the term "Superarmor", it means that you cannot be interrupted while you are under the effects of superarmor. In DN, our superarmor system works a bit differently. The superarmor can be broken with skills that have a higher superarmor breaking rate or enough hits to deplete your Superarmor's HP. Using a new skill before it depletes can be considered as another aspect of Dragon Nest combat. However, beware that superarmor does not protect you from status ailments such as freeze.
•The maximum defense you can have against any target is 85%. The maximum Reduced damage (Different from Defense, this reduces the damage you take after defense is accounted for) you can have is also 85%, however Skills that have built in Damage reducers (Like Shield Charge and Flying Swing) ignore this rule. Therefore you can attain 100% Damage reduce by combining a buff like Empowering Howl, with a skill reducing skill like Flying Swing).
•The maximum crit rate and resist against any target, regardless of level is 89%.
•Some skills have special mechanics that allow them to hit harder than what is actually stated on the skill damage.
•Some monsters have skills that can hit through blocks, invincibility frames, or clears buffs. An example of a skill that hits through invincibility or block frames is Gigantes' Mach Jump/Quake skill (the one where he jumps up and slams into the ground).
1(our current skill system as I am writing this on February 2, 2013)
Advanced General Tips:
•After hitting someone with a skill that causes the stagger effect, if you hit them again they will be knocked down
•Use your "Reverse Camera" key (Default: "G") to help assist in your maneuvering. It can even turn the camera for skills with a locked camera! Useful in PvP for the more mobile classes like Sword Masters, Mercenaries, or Acrobats. Sometimes known as the "G-Turn"
•Holding down two skill keys down at the same time will execute Skill #2 as soon as the delay for Skill #1 ends
•You can do your class' Aerial Special Attack (e.g. Dropkick and Moonkick) very quickly by jumping and holding down [Special Attack] as soon as your press [Jump]
•Rolling backwards will carry your character further and faster than if you roll in any other direction. If you want to roll forwards further, you can use the tip I posted above to reverse your camera (it should be locked after getting knocked down) and now you should be able to roll forward faster!
•For monsters and bosses that seem to have obscenely long invincibility frames when they appear, you can prevent this by "hitting" them early in the spot where they are about to spawn. One of the easiest ways to do this as a sorceress is to throw down a [Poison Missile/Toxic Spray] where they are about to spawn. For archer classes, you can attempt to spam normal arrows and hope they hit before the invincibility kicks in.
•All skills have delay animation at the end where you are vulnerable. However some classes have to ability to cancel their skills mid cast by tumbling. Some skills do have to be used a bit before this can be done. Examples are the Elementalist's Inferno, the Mystic's Triple Orbs, Swordsman's Cyclone Slash, and Acrobat's Cyclone Kick.
•By quickly rotating your camera around during a skill attack, it's possible to turn an attack like Heavy Slash into a 360 AoE attack
•Brush Off/Relieve works in the middle of some skills or effects such as: Finish Attack, Aerial Combo, and the Paralyzed state. It also works under any situation in which you are midair, including any midair skills like Rising Slash and Destructive Swing. It can also be used to cancel tumble.
•Line Drive can hit things behind you (Line Drive into wall with enemy behind you for example)
•Almost every skill in the Swordsman's utility can be tumble canceled. The ones that cannot be tumble-cancelled are Aerial Combo, Moon Blade Dance, and Hacking Stance. You can Relieve the first two, however. Hacking Stance can only be pseudo-cancelled using Side Kick which you can then tumble-cancel as soon as it comes out.
•For the skills that require mouse clicks to activate (Aerial Combo, Triple Slash, Deep Straight, Hacking Stance, Infinity Edge), you have the option to hold down the mouse button for the additional hits to activate OR timing and separating your clicks to delay your attacks.
•Evasion Slash works on many animations including: Eating food, Wake-up, Relieve/Brush Off (in the air), and Aerial Evasion (strict timing).
Note:Outside of the the two aerial skills I listed above you can cancel pretty much ANY animation as soon as the game detects your character touching the ground. You will notice this when you look at your skill bar and your Evasion Slash lights up before any other skill.
•When combined with Iron Skin and Howl Charging/Empowering Howl at the same time, a Mercenary with a Dash damage reduction plate can run through virtually any attack and not take any damage.
•When combined with Iron Skin or Howl Charging, a mercenary using Flying Swing will not take damage from any attack that does not break his super armor. Buff clears like Sea Dragon's Dive Breath will counter this however.
•Battle Howl is applied after all buffs, regardless of if it was cast before or after other buffs.
•Roll Attack can be angled much like your rolls. Hold [W] to move farther,
•Wands gain a cone shaped lightning attack of 3 bolts when Wand Mastery is ranked
•Lightning Relic can strike up to 16 times, dealing 25% per bolt it hits. Each bolt also pierces.
•Priest lightning attacks all deal 15% more damage if the target is electrocuted. However this debuff does not stack with their skills.
•If you cast a relic and the landing area is impassable (e.g. walls) the relic will drop where you stand.
•Chain Lightning's initial 3 hits can be targeted by pointing your cross hair at the enemy, be in range, and casting it.
•Wand Mastery is now fixed and properly increases Magic Attack by the value stated in the skill tool-tip There's also an extra hit before the aforementioned cone of lightning strikes that knocks down enemies.
•Unlike Priests, Paladin lightning attacks do in fact stack and make their light damage higher. Paladin's can chain Righteous Bolt, Charitable Zap, and Electric Smite for 3 stacks of 15% increased light damage, which can make their Sacred Hammering and Goddess Relic do far more damage.
•Sacred Hammering is actually massive DPS when used with a Light Attack Crusader. It is in fact a viable path for DPS paladins.
•Stance of Faith has the same limitations as Block, in the sense that you cannot block freezing or time stops. However it is controllable. and Paladins can use both of the Block Counters immediately after. It also counts to a Guardian's bubble count.
•Archers and Sorceresses can Power Tumble any attack that doesn't knock them into the air. Attacks that bounce them on the ground, stagger, or knock them back can all be power tumbled.
•Both Fury of the Owl and Wisdom of the Owl are straight critical % increases. They do not increase the stat. They actually increase the % (So 59% becomes 79% under Wisdom of the Owl).
•Spirit Boost works as a good way to help DPS teams deal far more damage in a short amount of time. While they do not help Burst classes as much (like mercenaries), they allow DPS classes (Gear Masters, Sharpshooters) to deal more sustained damage faster.
•Acrobats have a lot of skills that have invincibility frames and mobility. Skills with invincibility frames may include (but are not limited to):
•Power Tumble can be used to use Fake Shot or Tumbling Shot as well as the Normal tumble.
•Bow Masters, like Acrobats and Sword Masters, can cancel a large chunk of their skills.
•Tumble canceling Seige Stance will cancel the stance entirely.
•Triangle Shot for Bowmasters covers larger distances when you tumble to the sides instead of front/reverse
•You can specify a target for Tracking Arrows/Guided Missiles if you aim your cross-hairs on a target and using the skill. If a target is not specified the arrows will go for the closest enemy.
•Sorceress' Blink is the only dodge that is near instant. It's also the only one that leaves the sorceress in a midair state after being cast. This means if you are hit after tumbling, you will be knocked down instead of staggered or flinched.
•Witch Slap causes Stagger when you have no off-hand weapon equipped. Even though it has the same animation as a Book Witch Slap, if you equip a book, it will only cause paralyze instead.
•Toxic Spray/Poison Missile's projectiles do not all come out at the same time. If you move your camera during the casting they will all come out in different areas. With practice you can swing your camera from right to left and have all of the poison pools land in one area.
•Freezing a target can be stacked twice, increasing their damage to 2x the original. It's one of the main reasons they are taken in raids.
•Interestingly enough, Fire damage tends to do more than Ice does, despite Ice's increases stacking buff
•All ice attacks (save Shatter) lower the enemy's Ice Resistance and thus let their skills do more damage. Fire does not.
•Freeze on most things will completely reset their animations back to standing once broken out of, even if they were knocked down beforehand.
•Some bosses can move even if frozen.
• Elementalist skills such as Firewall have a delayed damaging response. This means that if you pressed the key to use fire wall but was pushed back in the middle of the attack, firewall will still fully harm the target and essentially cause them to be lifted up.
• In PvP, if you use Poison Missile/Toxic Spray on a frozen target, that frozen targets ice layer duration will be reduced.
• The ice resist of a target directly affects an ice layers duration. A enemies high ice resistance causes a lower ice layer duration and vice-versa.
•The formula to determine an ice layers duration is: Base ice layer Duration x Skill crest effect x (1 + Ice resistance effect)
• Ice resistance directly affects an Elestra's Final Damage.
• Burn damage inflicted on a target is fixed based on a % of your magic damage, not the last hit of a fire skill.
•Many monsters actually resist Dark attack. Keep this in mind when you are gearing a Majesty.
•Beyond Time/Fast Forward does not actually lower it's own cooldown, like Spirit Boost.
•Time Stop will stop players in whatever skill animation they were doing. By using the same AD trick to get out of Freeze, one can get out of Time Stop, however your skill is completely stopped.
•By instantly casting Void Blast, a Force User can stay in place when blinking. This works as a mini Shock Wave.
•Academics have longer flinch and stagger animations than other classes
•The stagger animation for Academic is longer than it's actual condition is. The actual stagger time is the same as all other classes, while the animation lasts longer. Academic still cannot do anything in this state.
•Academics are the only class that can instantly cancel their Dodge/Roto-Whirl into any skill they want. This allows them some very good precision.
•Almost every attack the Academic uses can hit enemies in the air as well, even if aimed at the ground. Cannon shots aimed at the ground can hit airborne foes.
•Academics can change the angle and direction of their jumps twice. Once by left clicking and another by using Air Bomb/Bombs a Daisy. The cannon shot also lifts the Academic higher, allowing them the highest natural left click jump in the game.
•Academics are the only class that can naturally have an attack for all 4 elements.
•Ping Pong Bomb/Super Ball deals the same skill damage to every target. It's Bonus damage is a % based on how many bounces it has left and it's skill rank. The damage the bonus damage does cannot crit, but is based on the damage of that last superball hit.
•Alfredo Beam/Alfredo Overdrive hits per beam. It is possible to get 2 beams to hit the same boss for double the damage. In PvP, a player can get hit by all 4 beams if Alfredo is right on top of them.
•Every poison and fire attack stacks in terms of burns and poison damage. It's very easy to deal high damage using nothing but damage over time effects.
Edited by Teddy, 25 July 2013 - 11:31 PM.