FareverDB

Tide Rising Uppercut

Fists_WaterUppercut_S1 in Skills

Unleashes an upward surge of water, dealing 60% Dexterity + 60% Intellect Magic to all nearby enemies. Using a [Skill] increases the damage of your next Tide Rising Uppercut by 50%, stacking up to 10 times.

id
Fists_WaterUppercut_S1
type
7
flags
0
nature
2
script
function onDamage(hit) { removeStatus(owner, Skill.Fists_WaterUppercut_S3); if( rank >= 3 && hit.target.hasStatusType(StatusType.Slow) ) { addStatusDuration(hit.target, Skill.Stun, vars.dur1); } } function onDamageEval(hit) { hit.dmgMult += getStatusCount(owner, Skill.Fists_WaterUppercut_S3)*vars.var2; } function onSkillProc(ctx) { if( ctx.isSkill && ctx.skill.kind != Skill.Fists_WaterUppercut_S1 ) { addStatus(owner, Skill.Fists_WaterUppercut_S3); } }
status
5
cooldown
22
duration
0.75
Raw data
{
  "id": "Fists_WaterUppercut_S1",
  "gfx": {
    "x": 6,
    "y": 0,
    "file": "UI/icons/atlas_weapon_Fists_96PX.png",
    "size": 48,
    "width": 2,
    "height": 2
  },
  "anim": {
    "file": "Anim/Human/Common/_Fists/Skill/Anim_Human_Fists_Uppercut.fbx",
    "blend": 0.05,
    "speed": 0.8,
    "startFrame": 2
  },
  "type": 7,
  "vars": {
    "dur1": 3,
    "var1": 1,
    "var2": 0.5
  },
  "flags": 0,
  "props": {
    "hit": {
      "camShake": 12
    },
    "rankOverride": [
      {
        "props": {
          "cooldown": 18
        },
        "minRank": 2
      }
    ]
  },
  "steps": [
    {
      "on": 0,
      "type": 8,
      "delay": 0.15,
      "props": {
        "move": {
          "direction": [
            0
          ],
          "dashSmoothing": 4,
          "inputDirection": {
            "mode": 1,
            "relation": 0
          }
        }
      },
      "range": 3,
      "duration": 0.2
    },
    {
      "on": 0,
      "type": 11,
      "delay": 0.2,
      "props": {},
      "range": "",
      "visuals": {
        "camShake": 70,
        "playAnims": [
          {
            "anim": {
              "file": "Anim/Human/Common/_Fists/Skill/Anim_Human_Fists_Uppercut.fbx",
              "blend": 0.01,
              "startFrame": 7
            }
          }
        ]
      },
      "duration": 0.7
    },
    {
      "on": 0,
      "type": 4,
      "delay": 0.15,
      "props": {},
      "range": 3,
      "effects": [
        {
          "flags": 0,
          "effect": 0,
          "baseVal": 0,
          "scaling": [
            {
              "atb": "Dexterity",
              "ratio": 0.6
            },
            {
              "atb": "Intellect",
              "ratio": 0.6
            }
          ],
          "affinity": "Magic",
          "sideEffects": {
            "knockBack": {
              "type": 1,
              "knockUpForce": 20
            }
          }
        }
      ],
      "visuals": {
        "fxs": [
          {
            "set": "Water_AOE_FloorImpact",
            "flags": 16,
            "props": {},
            "space": 0
          }
        ],
        "hitFx": "PH_Hit_Skill"
      },
      "duration": "\n"
    },
    {
      "on": 0,
      "type": 11,
      "delay": 0.75,
      "props": {},
      "visuals": {
        "fxs": [
          {
            "set": "Land_Generic",
            "props": {},
            "scale": 1.2,
            "space": 1
          }
        ]
      }
    }
  ],
  "texts": {
    "desc": "Unleashes an upward surge of water, dealing ::dmg:: to all nearby enemies.\n\nUsing a [Skill] increases the damage of your next ::name:: by ::var2%::, stacking up to ::ref_stacks:: times.",
    "name": "Tide Rising Uppercut",
    "refs": {
      "ref": "Fists_WaterUppercut_S3"
    },
    "rankDescs": [
      {
        "desc": "Cooldown reduced to ::cooldown::.",
        "rank": 2,
        "flags": 1
      },
      {
        "desc": "Stuns slowed enemies for ::dur1::.",
        "rank": 3,
        "flags": 0
      }
    ]
  },
  "nature": 2,
  "script": "function onDamage(hit) {\n\tremoveStatus(owner, Skill.Fists_WaterUppercut_S3);\n\n\tif( rank >= 3 && hit.target.hasStatusType(StatusType.Slow) ) {\n\t\taddStatusDuration(hit.target, Skill.Stun, vars.dur1);\n\t}\n}\n\nfunction onDamageEval(hit) {\n\thit.dmgMult += getStatusCount(owner, Skill.Fists_WaterUppercut_S3)*vars.var2;\n}\n\nfunction onSkillProc(ctx) {\n\tif( ctx.isSkill && ctx.skill.kind != Skill.Fists_WaterUppercut_S1 ) {\n\t\taddStatus(owner, Skill.Fists_WaterUppercut_S3);\n\t}\n}",
  "status": 5,
  "mastery": [],
  "cooldown": 22,
  "duration": 0.75
}