Combo
Some skills specify a Combo type. There are three types:
- Combo Starters
- Combo Linkers
- Combo Enders
[Summary]
- Using a Combo Starter skill grants the Combo Link status.
- The Combo Gauge appears above your head while Combo Link is active.
- You can use a valid Combo Linker or Combo Ender skill before the gauge disappears.
- Linkers and Enders gain Combo Bonus damage based on the gauge's fullness.
- You can perform a Perfectly Timed combo by using a skill at 100% Combo Gauge. Perfect timing doubles your Combo Bonus damage and grants Power Boom.
- Combo Enders gain additional Combo Bonus damage equal to the total bonus accumulated during the current combo.
[Details]
- Combo Bonus damage modifies the next skill's damage by +0.5% (*, unique) for every 5% Combo Gauge filled.
- Ex. At 55% Combo Gauge, you gain +5.5% Combo Bonus damage.
- Perfect timing doubles the Combo Bonus damage (+20% at full gauge).
- There's a brief grace period after the gauge disappears during which Perfect Timing is still possible.
- A combo ends if the gauge elapses, you use a non-combo skill, or you trigger a Combo Ender.
- Auto attacks and auto spells do not interrupt combos.
- Combo Enders always consume all remaining Spirit Spheres, even if fewer are required to cast the skill.
[Example]
- Triple Attack (starter)
→ Chain Combo (linker used @ 95% gauge)- Gains +9.5% bonus damage
→ Raging Thrust (linker used @ 100% gauge) - Gains +20% bonus damage
→ Asura Strike (ender used @ 100% gauge) - Gains +49.5% bonus damage (20+20+9.5).
[More details]
- Gains +9.5% bonus damage
- By default, Triple Attack is the only Combo Starter in the game.
- The Combo Gauge won't appear unless you know at least one valid skill to combo into.
- Movement does not cancel combos.
- Bonuses that require you to be 'In a Combo' work while Combo Link is active.
- If your target dies mid-combo, you'll auto target a new enemy in range. This behavior can be changed under @config → Advanced Settings.