2012-07-25, 07:58 PM (This post was last modified: 2013-06-14, 04:09 PM by JoeTang.)
Skill chaining is a special effect that causes fluid movement between two skills. A notable example of this is Mercedes' Charge Drive -> Rolling Moonsault -> Gust Drive -> Lightning Edge, and Phantom's Brise Carte -> Phantom Charge -> Twilight. There is a set timing window in where the next skill can be activated to be chained. If this window is missed, there is generally a significantly longer delay in using the next skill. The skill being chained generally requires activation during the current skill, not after, and thus activates immediately. This separates it from just consecutive spamming of two different skills. Along with this, most skill chains have a special property called "skipActionFrame".
In the data, "skipActionFrame x" designates that when this specific skill successfully chains to another, frame "x" and afterwards are skipped, reducing the delay of the skill. i.e. the skill ends sooner than it normally would, making it faster. Some skills also have a specialActiomFrame/delay, but I do not believe this actually affects the attack speed, as Mercedes' skills have them and I have not noticed any variation.
Technical Information
As an example:
Hayato's Sanrenzan, first slash has
Here, you can see the first line designates the specific skill you are chaining to, Sanrenzan's second attack. There is also a designation for skipActionFrame = 4, as well as a skillPlus, which designates another skill that can be chained, in this case Renjinzan's first attack.
The delay data designates the character position, movement, and delay involved with a specific skill. More than just some number of milliseconds of attacking, it includes each individual "frame" involved, that is a specific time spent doing some part of the attack. The "delay" information may appear as a negative, and we have not discovered the significance in this, but it should be treated as a positive when adding. In this example, the skipActionFrame = 4, so when chaining to the second slash of Sanrenzan, Frame number 4 is skipped (and should there be any other frames afterwards, they are skipped too), reducing the delay by 60ms, cutting out the last portion of the skill.
In summary, most chained skills will reduce the delay, making the skills execute faster than if they were to be used on their own.
This information does not account for possible spam delays and terrain effects or character positions that would otherwise prevent their use. i.e. I do not know if there are any restrictions that can occur that prevent these chains from being executed. This is merely what is presented in the data.
Hayato:
Of Hayato's skills, only the first job skills have prerequisites for activation; that is, you are required to use [Sanrenzan] and [Renjinzan]'s first hit before the second, etc, but no other skills require anything to activate. Any different instances of [Sanrenzan]'s icon is purely stylistic. Any level of the skill itself is interchangeable.
First Job
Sanrenzan - Shi'tsu Delays: 360ms, 330ms, 420ms
Chain
>
>
>
[Sanrenzan]
>
[Sanrenzan]
>
[Sanrenzan]
>
[Renjinzan]
300ms
>
270ms
>
420ms
>
360ms
[Sanrenzan] chains its first two slashes, reducing the delay to 300ms/270ms/420ms. Any attack of [Sanrenzan] chains to [Renjinzan], but does not provide any delay reduction.
Renjinzan Delays: 360ms, 390ms, 390ms, 420ms
Chain
>
>
>
>
[Renjinzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Sanrenzan]
360ms
>
390ms
>
390ms
>
420ms
>
360ms
[Renjinzan] chains to its four consecutive uses, but does not reduce delay. Any attack of [Renjinzan] can chain back to the first attack of [Sanrenzan], but does not provide any delay reduction.
Each [Renjinzan] is explicitly a different attack in the data, and use different delays, though the second and third have the same delay time, and they all do the same damage.
There is a variable that implies a 1000ms (1 second) delay if you attempt to reuse [Renjinzan] after the 4th attack.
Possible Chains:
>
>
>
>
>
>
>
...
300ms
>
270ms
>
420ms
>
360ms
>
390ms
>
390ms
>
420ms
>
300ms
...
Second Job
Shouryuusen Delays: 810ms
Chain
>
[Shouryuusen]
>
[Dankuusen]
450ms
>
810ms
>
[Shouryuusen]
>
[Senpuuzan]
450ms
>
1110ms
[Shouryuusen] chains to [Dankuusen] and [Senpuuzan]. [Shouryuusen]'s delay is reduced from 810ms to 450ms. [Dankuusen] gains 100% Critical Hit Rate in this case, and [Senpuuzan] does +100% Damage, additive, i.e. 480% instead of 380%.
In the data and skill tables, you should note there are tables for [Dankuusen (2)] and [Senpuuzan (2)]. These are the skills that are being chained to from [Shouryuusen], and the data uses these skills to determine the special effects listed above.
Dankuusen Delays: 810ms
Chain
>
[Dankuusen]
>
[Sanrenzan]
630ms
>
360ms
>
[Dankuusen]
>
[Renjinzan]
630ms
>
360ms
>
[Dankuusen]
>
[Shouryuusen]
630ms
>
810ms
>
[Dankuusen]
>
[Hikarasu]
630ms
>
960ms
>
[Dankuusen]
>
[Senpuuzan]
630ms
>
1110ms
>
[Dankuusen]
>
[Yousousen]
630ms
>
1260ms
>
[Dankuusen]
>
[Issen]
630ms
>
1800ms
[Dankuusen] and [Dankuusen (2)] chain to [Shouryuusen], [Renjinzan], [Hikarasu], [Senpuuzan], [Yousousen], [Issen], and [Sanrenzan]. The delay is reduced from 810ms to 630ms.
Hien Delays: 690ms
Chain
>
[Hien]
>
[Sanrenzan]
600ms
>
360ms
>
[Hien]
>
[Dankuusen]
600ms
>
810ms
>
[Hien]
>
[Senpuuzan]
600ms
>
1110ms
>
[Hien]
>
[Hikarasu]
600ms
>
960ms
>
[Hien]
>
[Yousousen]
600ms
>
1260ms
>
[Hien]
>
[Shinsokumusou]
600ms
>
930ms
[Hien] chains to [Dankuusen], [Senpuuzan], [Yousousen], [Shinsokumusou], [Hikarasu], and [Sanrenzan]. The delay is reduced from 690ms to 600ms.
Possible Chains
>
>
>
>
>
>
>
>
...
[Hien]
>
[Sanrenzan]
>
[Sanrenzan]
>
[Sanrenzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Sanrenzan]
...
600ms
>
300ms
>
270ms
>
420ms
>
360ms
>
390ms
>
390ms
>
420ms
>
...
...
>
>
>
>
>
>
>
>
>
...
[Hien]
>
[Dankuusen]
>
[Sanrenzan]
>
[Sanrenzan]
>
[Sanrenzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Sanrenzan]
...
600ms
>
630ms
>
300ms
>
270ms
>
420ms
>
360ms
>
390ms
>
390ms
>
420ms
>
...
...
>
>
>
>
>
>
...
[Hien]
>
[Dankuusen]
>
[Renjinzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Renjinzan]
>
[Sanrenzan]
...
600ms
>
630ms
>
360ms
>
390ms
>
390ms
>
420ms
>
...
...
>
>
>
...
[Hien]
>
[Dankuusen]
>
[Shouryuusen
>
[Dankuusen]
...
600ms
>
630ms
>
450ms
>
...
...
This table depicts all the possible chains in 2nd job. A chain can begin at any skill. No skill chains back to [Hien].
Third Job
Senpuuzan Delays: 1110ms
Chain
>
[Senpuuzan]
>
[Renjinzan]
810ms
>
360ms
>
[Senpuuzan]
>
[Dankuusen]
810ms
>
630ms
>
[Senpuuzan]
>
[Shouryuusen]
810ms
>
810ms
>
[Senpuuzan]
>
[Hikarasu]
810ms
>
960ms
>
[Senpuuzan]
>
[Yousousen]
810ms
>
1260ms
>
[Senpuuzan]
>
[Issen]
810ms
>
1800ms
[Senpuuzan] chains to [Shouryuusen], [Hikarasu], [Dankuusen], [Yousousen], [Renjinzan], and [Issen]. The delay is reduced from 1110ms to 810ms.
[Senpuuzan (2)], i.e. using [Senpuuzan] FROM [Shouryuusen] chains to [Shouryuusen], [Hikarasu], [Dankuusen], and [Yousousen]. The delay is reduced from 1110ms to 810ms.
This is in other words identical to [Senpuuzan] except it cannot be chained to [Renjinzan] and [Issen].
Hikarasu Delays: 960ms
Chain
>
[Senpuuzan]
>
[Renjinzan]
780ms
>
360ms
>
[Senpuuzan]
>
[Dankuusen]
780ms
>
630ms
>
[Senpuuzan]
>
[Shouryuusen]
780ms
>
810ms
>
[Senpuuzan]
>
[Shinsokumusou]
780ms
>
930ms
>
[Senpuuzan]
>
[Issen]
780ms
>
1800ms
[Hikarasu] chains to [Dankuusen], [Shouryuusen], [Senpuuzan], [Renjinzan], [Shinsokumusou], and [Issen]. The delay is reduced from 960ms to 780ms.
Example Chains
>
>
>
>
...
[Hien]
>
[Senpuuzan]
>
[Dankuusen]
>
[Shouryuusen]
>
[Senpuuzan]
...
600ms
>
810ms
>
630ms
>
450ms
>
...
...
>
>
>
>
...
[Hien]
>
[Senpuuzan]
>
[Shouryuusen]
>
[Dankuusen]
>
[Senpuuzan]
...
600ms
>
810ms
>
450ms
>
630ms
>
...
...
>
>
>
...
[Hien]
>
[Senpuuzan]
>
[Hikarasu]
>
[Shouryuusen]
...
600ms
>
810ms
>
780ms
>
...
...
>
>
>
>
...
[Hien]
>
[Senpuuzan]
>
[Hikarasu]
>
[Dankuusen]
>
[Hikarasu]
...
600ms
>
810ms
>
780ms
>
630ms
>
...
...
>
>
...
[Hien]
>
[Hikarasu]
>
[Shouryuusen]
...
600ms
>
780ms
>
...
...
>
>
>
...
[Hien]
>
[Hikarasu]
>
[Dankuusen]
>
[Hikarasu]
...
600ms
>
780ms
>
630ms
>
...
...
This table depicts a variety of new possible chain combinations available in 3rd job. Again, no skill chains back to [Hien].
4th Job
Yousousen Delays: 1260ms
Chain
>
[Yousousen]
>
[Sanrenzan]
360ms
>
360ms
>
[Yousousen]
>
[Shouryuusen]
360ms
>
810ms
>
[Yousousen]
>
[Dankuusen]
360ms
>
810ms
>
[Yousousen]
>
[Senpuuzan]
360ms
>
1110ms
>
[Yousousen]
>
[Shinsokumusou/
360ms
>
930ms
[Yousousen] chains to [Shouryuusen], [Dankuusen], [Senpuuzan], and [Shinsokumusou]. The delay is reduced from 1260ms to 360ms.
Issen Delays: 1800ms
Chain
>
[Issen]
>
[Dankuusen]
1080ms
>
810ms
>
[Issen]
>
[Senpuuzan]
1080ms
>
1110ms
[Issen] chains to [Dankuusen] and [Senpuuzan]. The delay is reduced from 1800ms to 1080ms.
Example Chains
>
-
[Hien]
>
[Shinsokumusou]
-
600ms
>
930ms
-
>
-
[Senpuuzan]
>
[Shinsokumusou]
-
810ms
>
930ms
-
>
>
[Dankuusen]
>
[Yousousen]
>
630ms
>
360ms
>
>
>
[Senpuuzan]
>
[Yousousen]
>
810ms
>
360ms
>
>
>
[Dankuusen]
>
[Issen]
>
630ms
>
1080ms
>
>
>
[Hikarasu]
>
[Issen]
>
780ms
>
1080ms
>
>
>
[Senpuuzan]
>
[Issen]
>
810ms
>
1080ms
>
This table depicts all the skills that chain to the 4th job skills. [Shinsokumusou] itself does not chain to any skill. Refer to an individual skill's table to see what it chains to.
Of note, [Shouryuusen]>[Senpuuzan]>[Issen] may be possible to execute but would not result in a chain as [Senpuuzan (2)] cannot chain to [Issen], and will be slower.
Mercedes:
Spoiler
Rising Rush Delays: 600ms + 300ms
>
>
[Rising Rush]
>
[Rising Rush]
>
[Parting Shot]
600ms
>
300ms
>
600ms
>
>
[Rising Rush]
>
[Rising Rush]
>
[Aerial Barrage]
600ms
>
300ms
>
870ms
>
>
[Rising Rush]
>
[Rising Rush]
>
[Rolling Moonsault]
600ms
>
300ms
>
810ms
[Rising Rush] is divided into two attacks. The first involves the rushing portion where Mercedes travels across the ground. It automatically chains into the next part, where monsters are tossed into the air. At this point, you can chain it to finishers.
[Rolling Moonsault] itself does not [chain] to any attack, but merely leaves the character in midair with some degree of invincibility.
Gust Dive Delays: 1080ms
>
[Gust Dive
>
[Rising Rush]
900ms
>
600ms
>
[Gust Dive]
>
[Lightning Edge]
900ms
>
1080ms
[Gust Dive] itself does not chain from anything, but it does chain to [Rising Rush] or [Lightning Edge].
Lightning Edge
>
[Lightning Edge]
>
[Rising Rush]
1080ms
>
600ms
[Lightning Edge] itself does chain to [Rising Rush] but this does not affect the delay.
Phantom:
Spoiler
Carte Mille Delays: 810ms
>
[Carte Mille]
>
[Rapier Wit]
810ms
>
810ms
Despite having a skipActionFrame variable, the frame it points to does not exist anymore, so the delay remains unchanged.
Rapier Wit Delays: 810ms + 570ms
>
[Rapier Wit]
>
[Rapier Wit]
810ms
>
570ms
>
[Rapier Wit]
>
[Penombre]
420ms
>
180ms
[Rapier Wit]'s second attack has a base delay of 570ms, and is reduced to 420ms when chaining to [Penombre].
Penombre Delays:180ms + 990ms
>
[Penombre]
>
[Penombre]
180ms
>
990ms
[Penombre] has an automatic chain to itself's second part. [Penombre] used to have a chain to [Carte Mille], but this was removed later and [Penombre]'s base delay was reduced instead.
Buccaneer:
Spoiler
Corkscrew Blow Delays: 810ms
>
[Corkscrew Blow]
>
[Double Spiral]
720ms
>
900ms
Double Spiral Delays: 900ms
>
[Double Spiral]
>
[Corkscrew Blow]
690ms
>
810ms
>
>
...
[Double Spiral]
>
[Corkscrew Blow]
>
[Double Spiral]
...
690ms
>
720ms
>
690ms
...
Aran:
Spoiler
Swing Delays: 540ms
Double Swing Delays: 420ms
Triple Swing Delays: 660ms
Final Charge Delays: 1080ms
Final Toss Delays: 420ms
Final Blow Delays: 810ms
>
>
...
[Final Blow]
>
[Beyonder]
>
...
720ms
>
600ms
>
...
Beyonder Delays: 780ms, 600ms, 600ms
>
>
>
>
>
...
[Beyonder]
>
[Beyonder]
>
[Beyonder]
>
[Final Blow]
>
[Beyonder]
>
...
600ms
>
480ms
>
600ms
>
720ms
>
600ms
>
...
Aran has a slightly less conventional style of skill chaining. Unlike all the post-Legends characters, Aran's original skills do not have the addAttack tags. Their chaining is hard-coded into the engine, I presume.
When [Swing] is not chained to [Double Swing], it has a spam delay of 1000ms, but when chained, its delay is reduced to 540ms.
[Double Swing], [Triple Swing], [Final Charge], and [Final Toss] have no delay reductions when chaining.
[Final Blow] gained the ability to chain to [Beyonder] with the release of Hyper Skills.
[Beyonder] itself chains to two more hits. The last hit does not reduce its delay when attacking, but it can be chained to [Final Blow].
After the 1.2.195 patch, Aran was given skipActionFrame s for Swing, Double Swing, and Triple Swing. Along with this, Swing's spam delay was removed, allowing you to spam it at a steady 540ms.
1st Job
>
[Swing]
>
[Double Swing]
270ms
>
420ms
2nd Job
>
>
[Swing]
>
[Double Swing]
>
[Triple Swing]
>
[Swing]
270ms
>
330ms
>
450ms
3rd Job
>
>
[Swing]
>
[Double Swing]
>
[Triple Swing]
>
[Swing]
270ms
>
330ms
>
450ms
4th Job
>
>
[Swing]
>
[Double Swing]
>
[Triple Swing]
>
[Swing]
270ms
>
300ms
>
570ms
Demon Slayer:
Spoiler
Demon Lash Delays: 570ms, 570ms, 450ms, 510ms
>
>
>
>
...
[Demon Lash]
>
[Demon Lash]
>
[Demon Lash]
>
[Demon Lash]
>
...
330ms
>
330ms
>
450ms
>
510ms
>
...
[Demon Lash] chains to itself. [Demon Explosion] technically chains to its second hit but I have excluded it because it is boring.
Kaiser:
Spoiler
Dragon Slash Delays: 570ms, 570ms, 570ms
>
>
>
...
[Dragon Slash]
>
[Dragon Slash]
>
[Dragon Slash]
>
...
270ms
>
270ms
>
270ms
>
...
>
>
>
[Dragon Slash]
>
[Dragon Slash]
>
[Dragon Slash]
>
270ms
>
270ms
>
270ms
>
>
[Dragon Slash]
>
[Flame Shot]
270ms
>
750ms
>
>
[Dragon Slash]
>
[Sword Strike]
>
[Sword Strike]
270ms
>
660ms
>
300ms
>
[Dragon Slash]
>
[Blue Streak]
270ms
>
810ms
>
>
[Dragon Slash]
>
[Dragon Slash]
>
[Impact Wave]
270ms
>
270ms
>
630ms
>
>
[Dragon Slash]
>
[Dragon Slash]
>
[Wingbeat]
270ms
>
270ms
>
720ms
[Dragon Slash] can chain to itself. Transfigured is a different skill that uses the 570ms delay without chaining.
[Sword Strike] automatically chains to itself as it has two parts to its skill.
Angelic Buster:
Spoiler
Trinity Delays: 660ms, 720ms, 480ms
>
>
[Trinity]
>
[Trinity]
>
[Trinity]
480ms
>
450ms
>
480ms
[Trinity] chains to two more hits. When chaining, its delay is reduced for the first two hits. The last hit does not chain to anything.
[Trinity] does not recharge until you stop chaining or reach the last hit. Each hit adds a stack.
Almost all of Thunder Breaker's skills can be linked to each other. I will not be printing large tables because it is redundant. The chaining aspect refers to Typhoon by the skillID 15121003, when its actual skillID is 15120003. I am unsure if this has an actual affect on things, as Typhoon is a passive upgrade to Gale, like how Triple Fire replaces Double Fire for Corsairs.
Dawn Warrior:
Spoiler
Dance of Moon (Air) Delay: 630ms Chains to:Dance of Moon Skip Action Frame: 4 Chained Delay: 360ms
Dawn Warrior appears to only have one chainable attack; Dance of Moon (Air) appears to chain back to Dance of Moon.
Credits:
Fiel for data
Locked for his opinion and skill icons and being a weiner.
Very nice! Thanks for compiling this. Hyato looks extremely interesting due to the large number of chaining combos you can do.
1) For Hyato's first job, you mention that Renjinzan has 4 attacks, but in the long chain example, you show Sanrenzan (x3) -> Renjinzan (x5). I assume you just threw in one too many Renjinzan into that chain?
2) Are there any chaining delay reductions for Aran?
ElderTree Wrote:Very nice! Thanks for compiling this. Hyato looks extremely interesting due to the large number of chaining combos you can do.
1) For Hyato's first job, you mention that Renjinzan has 4 attacks, but in the long chain example, you show Sanrenzan (x3) -> Renjinzan (x5). I assume you just threw in one too many Renjinzan into that chain?
2) Are there any chaining delay reductions for Aran?
Thanks, I fixed that.
Arans have what I presume to be a server sided skill chain, and it does not use the same information presented in the data. None of their skills have delay reduction though.
ShinkuDragon Wrote:dang hayato, shame he can't cycle-combo, would have made my amounts of want go off the charts, but still such a well-thought class QQ
He has plenty of combos he can cycle. It's just extremely redundant and time consuming to make the table show ABCABCABC... instead of just ABCA..., or DABCACBABC...
You can see in 1st job, he was one long repeatable chain. Renjinzan can be chained back to Sanrenzan at any time as well.
2nd job shows all the possible chains, and you can repeat Dankuusen>Shouryuusen>Dankuusen... assuming you don't need to be grounded for Shouryuusen.
3rd job shows some new possible chains, such as Shouryuusen and Dankuusen chaining to Senpuuzan.
The 4th job table would be 8 rows longer if I showed all the possible things you could chain with the new skills, when you could just scroll up and open the spoiler for reach.
Moldyvort Wrote:Not sure if this was intentional, but the dual blades have a combo they can do...
Dual Blades don't have any information in the data regarding to how their skill chains work.
LegendGospel Wrote:Also, I wonder, when mages "telecast", do we actually get a delay decrease on our attacks?
No.
The only other classes that have Skill Chaining data like this is Demon Slayer's Demon Slash, and Kaiser.
Arans have what I presume to be a server sided skill chain, and it does not use the same information presented in the data. None of their skills have delay reduction though.
He has plenty of combos he can cycle. It's just extremely redundant and time consuming to make the table show ABCABCABC... instead of just ABCA..., or DABCACBABC...
You can see in 1st job, he was one long repeatable chain. Renjinzan can be chained back to Sanrenzan at any time as well.
2nd job shows all the possible chains, and you can repeat Dankuusen>Shouryuusen>Dankuusen... assuming you don't need to be grounded for Shouryuusen.
3rd job shows some new possible chains, such as Shouryuusen and Dankuusen chaining to Senpuuzan.
The 4th job table would be 8 rows longer if I showed all the possible things you could chain with the new skills, when you could just scroll up and open the spoiler for reach.
Dual Blades don't have any information in the data regarding to how their skill chains work.
No.
The only other classes that have Skill Chaining data like this is Demon Slayer's Demon Slash, and Kaiser.
sorry, i guess i wasn't specific enough, he has high level skill, but he can't cycle through those, instead all his skills go down by job until reaching first, and at that point, only first job is cycling, and there's no way to get back to 4th job skills but by stopping the flurry-
ShinkuDragon Wrote:sorry, i guess i wasn't specific enough, he has high level skill, but he can't cycle through those, instead all his skills go down by job until reaching first, and at that point, only first job is cycling, and there's no way to get back to 4th job skills but by stopping the flurry-
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