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Dragonfable Destiny Upgrade
dragonfable destiny upgrade














All of Sinnocence the Undyings attacks deal Light or Darkness damage. Sinnocence the Undying approaches its target and strikes it with its Blinding Light of Destiny. Purified by my light Attacks for 1 hit of 100 Light Melee damage. Barium x4 ( Do this daily from Artix Quest's "Mine Crafting" /join necropolis)38 Games Like DragonFable for Xbox One.

dragonfable destiny upgrade

At 2 Momentum, inflicts 'Shattered' for 3 turns, a stun. At 1 Momentum, inflicts 'Shattered' for 2 turns, a stun. At 0 Momentum, inflicts 'Shattered' for 1 turn, a stun. Attacks all enemies for 1 hit of 140% damage.

At 3+ Momentum, inflicts 'Sliced' for 5 turns inclusive. At 2 Momentum, inflicts 'Sliced' for 5 turns inclusive. At 1 Momentum, inflicts 'Sliced' for 5 turns inclusive. At 0 Momentum, inflicts 'Sliced' for 5 turns inclusive. Attacks for 6 hits of 25% damage (150% total).

Increases 'Defense Boost' to +80 Melee/Pierce/Magic. Increases the strength of any active Epoch Boost effects without modifying their durations: Cannot be used as the first action of a turn if Timeshift is active. Requires at least 1 Epoch Boost effect active to use. Applies 'Fade Boost' for 1 turn inclusive. Inflicts 'Bleeding' for 5 turns, a 66.7% weapon + stat damage DoT.

dragonfable destiny upgrade

Cannot be used as the first action of a turn if Timeshift is active. Requires at least 1 Epoch Hex effect active to use. Always inflicts the earliest effect in the sequence that is not currently inflicted.

If Timeshift is used as the extra action on the final turn of a previous Timeshift, this allows the player to effectively make a third action on that turn. Grants 1 extra action each turn for each Momentum consumed, up to 12 extra actions consuming 12 Momentum (see Mechanics for details). Doubles the duration of 'Eternal Hex', before increasing duration by 1. Increases 'Defense Hex' to -75 Melee/Pierce/Magic. Increases each effect's duration by 1 turn, but disables it for the turn used:

3rd use: Attacks for 6 hits of 50% damage (300% total). 2nd use: Attacks for 5 hits of 40% damage (200% total). 1st use: Attacks for 5 hits of 30% damage (150% total). However, if the sequence was broken with a trinket attack skill, it will reset without going on cooldown. Combo sequence is broken if an attack is used in the middle of the combo, but using a non-attack skill will preserve the sequence. Requires the player's last hit to connect for the first use only.

At 0 Momentum, attacks for 1 hit of 125% damage. At 3+ Momentum, inflicts 'Pierced' for 4 turns inclusive. At 2 Momentum, inflicts 'Pierced' for 4 turns inclusive. At 1 Momentum, inflicts 'Pierced' for 4 turns inclusive. At 0 Momentum, inflicts 'Pierced' for 4 turns inclusive. Attacks for 7 hits of 21.4% damage (150% total).

At 2 Momentum, attacks for 8 hits of 12.5% damage (100% total) with +200 Crit. At 1 Momentum, attacks for 8 hits of 6.25% damage (50% total) with +200 Crit. At 0 Momentum, attacks for 8 hits of 4.5% damage (36% total) with +200 Crit. At 3+ Momentum, attacks for 12 hits of 15% damage and 1 hit of 125% damage (305% total). At 2 Momentum, attacks for 8 hits of 15% damage and 1 hit of 125% damage (245% total).

At 7 Momentum, attacks for 8 hits of 43.75% damage (350% total) with +200 Crit. At 6 Momentum, attacks for 8 hits of 37.5% damage (300% total) with +200 Crit. At 5 Momentum, attacks for 8 hits of 31.25% damage (250% total) with +200 Crit. At 4 Momentum, attacks for 8 hits of 25% damage (200% total) with +200 Crit.

Clicking the Momentum widget above the Attack button allows the player to check their current Momentum. Eternal Epoch has a Momentum counter that starts at 0 and caps at 12. At 12 Momentum, attacks for 8 hits of 75% damage (600% total) with +200 Crit. At 11 Momentum, attacks for 8 hits of 68.75% damage (550% total) with +200 Crit. At 10 Momentum, attacks for 8 hits of 62.5% damage (500% total) with +200 Crit. At 9 Momentum, attacks for 8 hits of 56.25% damage (450% total) with +200 Crit.

Using a potion as the first action will skip the second action for that turn. Eternal Epoch can gain up to 12 extra actions every 12 turns, allowing it to permanently loop double turns. A turn where you take an extra action is also known as a double turn. Eternal Epoch can grant itself extra actions by using Timeshift, gaining 1 extra action per turn for each Momentum consumed.

dragonfable destiny upgrade

Dragonfable Destiny Upgrade From The

A 12 Momentum Final deals even more burst damage. The extra Momentum cap is much more impactful than it might seem: Combo + Multi (5) (breaking off from general rotation)Eternal Epoch is a straight upgrade from the original class, gaining an extra effect on Boost and Hex, along with being able to store an extra 3 Momentum. A 12 Momentum Final can be sustained for the first 2 cycles, but subsequent cycles are unable to juggle the Momentum requirements for both Timeshift and Final. If you set up with Attack x6, you can replace turn 2 and turn 3 with Hex + Hex -> Hex + UHex.The general idea behind this strategy is to take advantage of Ultra Boost and Ultra Hex having 19 CD, meaning they can be used every 10 turns instead of every 12 for greater survivability.

dragonfable destiny upgrade