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Old 01-10-2007, 12:33 AM   3 links from elsewhere to this Post. Click to view. #1 (permalink)
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Skill explanation: Combo + Divine Power

i don't know exactly where to post this so i'll just post here under general.
This is just a little bit of info about skill combo attacks and divine power from aion.gamemeca.com
Instead of translating word for word, i'll just sum it up in a nutshell.


Combos

Certain active attack skills/spells only become available after you successfully land a particular skill/spell. This way you're able to chain 2-3(maybe more) skills in succession which may result in extra damage inflicted.

For instance, fighters should be able to use the skills Explosive stike(attack skill) -> Stun strike(knocks enemy over) -> chance strike(attacks fallen enemy)

Those 3 skills have to be chained in that order because Stun strike won't open up untill explosive strike has successfully landed.
Rangers also get a similar 3 hit combo attack similar to the fighter. Priests have an AOE spell combo that knocks all enemies over followed by an attack spell. But you get the basic idea now.. its just chaining certain skills to inflict lots of damage in a short amount of time and watching the cool flashy animations.


Divine Power

  • It is said that Divine Power(DP) is powerful skill that is able to turn the tides of a pvp battle.

  • The DP gauge located under the character's HP and MP bar fills up as you hunt regular monsters and must be at 100% to activate the skill.

  • When you release the DP skill(the skill is called DP explosion or something like that), it will do large amounts of damage to multiple monsters around you.

  • The skill has a slow casting time so you may be exposed to incoming attacks during this time.

  • You should also be careful as the skill will hit any monsters within a certain range and any monsters that get hit will aggro you.

  • The DP gauge doesn't decrease if you dont hunt, so you'll be able to conserve it as you move around hunting zones.

  • As the DP gauge fills up, the amount of damage you do to monsters also increases.
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Old 01-10-2007, 12:45 AM   #2 (permalink)
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Old 01-10-2007, 12:54 AM   #3 (permalink)
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Thanks for the translation, and I'm sure we can use this info in the wiki

I am kind of disappointed that you have to use specific skills in specific orders. I would prefer if instead of (for example) chance strike having to be after stun strike, the condition on chance strike were just that it had to hit a knocked down foe. This way you have many more combinations available to you, including ones where you work with your allies.
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Old 01-10-2007, 02:35 AM   #4 (permalink)
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This sure sounds interesting.

But as Zinrae said, it would be nice if they made the combo system more open. That would, apart from giving the player more possibilities, also make pvp a lot more unpredictable.

The DP system seems nice. It would be great if you could get different DP moves, even though i don't it isn't necessary.
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Old 01-10-2007, 02:51 AM   #5 (permalink)
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Originally Posted by Zypherion View Post
The DP system seems nice. It would be great if you could get different DP moves, even though i don't it isn't necessary.
The problem I see with the DP being like that, is people have to do pve to get it charged up. From what I've seen people don't like being forced to do pve so that they can pvp (or the other way around).
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Old 01-10-2007, 03:14 AM   #6 (permalink)
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Good stuff, thanks a bunch Lightspeed ^^
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Old 01-10-2007, 04:49 AM   #7 (permalink)
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Thanks for translating

Quote:
Originally Posted by LightSpeed View Post
Combos
... This way you're able to chain 2-3(maybe more) skills in succession which may result in extra damage inflicted.

Divine Power
  • The DP gauge located under the character's HP and MP bar fills up as you hunt regular monsters...
  • When you release the DP skill(the skill is called DP explosion or something like that), it will do large amounts of damage to multiple monsters around you.
  • The DP gauge doesn't decrease if you dont hunt...
Wow, this is really similar to the skill chain bonus and rage bar system in ZerA.
(Although Zera probably got the idea from limit breaks in console RPGs)

If Aion's DP bar really does draw a lot of inspiration from that system, then I think DP should increase when you make hits on players as well as mobs.

Looks like an AOE attack class might be fun :3
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Old 01-10-2007, 07:09 AM   #8 (permalink)
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I'd be willing to bet that skills don't necessarily have to be chained like you guys think. I bet it's more like GW Assasin's skill, where the condition to use the skill was to use a type of skill before it, not a specific skill.
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Old 01-10-2007, 08:01 AM   #9 (permalink)
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Quote:
Originally Posted by Mark View Post
I'd be willing to bet that skills don't necessarily have to be chained like you guys think. I bet it's more like GW Assasin's skill, where the condition to use the skill was to use a type of skill before it, not a specific skill.
Yeah, I'd say so aswell which definatly makes Partying more fun.

Also as LightSpeed said: a fighter can use a certain skill on a knocked-down enemy, it doesn't particulary mean that the fighter would have to do that himself, so all the classes/players could use a certain skill if a monsters gets a status effect like that.

That's how it seems to me atleast.
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Old 01-10-2007, 10:42 AM   #10 (permalink)
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i tend to interpret the chain system like aeterna does... a skill that works on downed enemies works on any downed enemy, not just one you knocked over yourself. some skills it says are directly dependent on one another (i.e. explosive strike -> stun strike), but others in a certain situation (downed enemy). for a solo warrior, that would mean explosive -> stun -> chance. however in a party you should be able to use chance strike on enemies knocked down by others as well

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Old 01-10-2007, 10:53 AM   #11 (permalink)
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once again, thanks for all your efforts Lightspeed...

i think the system will be reminiscent of GW as well... less twitch, more sequence based...
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Old 01-10-2007, 12:18 PM   #12 (permalink)
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so how would divine power work if you are playing a support character say like a healer, unless the DP reward is spread amongst a team support alts seem a bit buggered

and if divine power is an aggro monster builds with low health points aint gonna be so keen to use it, unless low health means high defense maybe ?
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Old 01-10-2007, 01:14 PM   #13 (permalink)
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so how would divine power work if you are playing a support character say like a healer, unless the DP reward is spread amongst a team support alts seem a bit buggered
First of all, we only know of one "healing" class so far, the Priest, and they look they're geared for both fighting and healing. If they're not pure healers, then they will still build up their DP. There could also be some sort of way to transfer DP to other party members.
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Old 01-10-2007, 02:35 PM   #14 (permalink)
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Quote:
Originally Posted by Zinrae View Post
First of all, we only know of one "healing" class so far, the Priest, and they look they're geared for both fighting and healing. If they're not pure healers, then they will still build up their DP. There could also be some sort of way to transfer DP to other party members.
Actually, I think there is one. HellRose translated an article that said so, at least. That parties could choose who to channel their DP to.
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Old 01-15-2007, 11:01 PM   #15 (permalink)
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Combos work similar to the Assassin skills in Guild Wars.

And about this Divine Power...I'm guessing it's just one powerful supernova?
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