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Death Mark: Difference between revisions

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class-wiki: Ninja balance sync (eaea6db2f)
 
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<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">SP cost</th><td>40</td></tr>
<tr><th style="text-align:left">SP cost</th><td>40</td></tr>
<tr><th style="text-align:left">Range</th><td>9</td></tr>
<tr><th style="text-align:left">Range</th><td>9 cells</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>10s</td></tr>
<tr><th style="text-align:left">Cast time</th><td>Instant</td></tr>
<tr><th style="text-align:left">Duration</th><td>5s</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>10 s</td></tr>
<tr><th style="text-align:left">Duration</th><td>5 s</td></tr>
<tr><th style="text-align:left">Catalyst</th><td>1 Shadow Orb</td></tr>
<tr><th style="text-align:left">Catalyst</th><td>1 Shadow Orb</td></tr>
<tr><th style="text-align:left">Requires</th><td>[[Kenpou Training]] Lv3, [[Tsugari]] Lv5</td></tr>
<tr><th style="text-align:left">Requires</th><td>[[Kenpou Training]] Lv3, [[Tsugari]] Lv3</td></tr>
</table>
</table>


'''Death Mark''' brands an enemy and turns all of the ninja's physical damage over the next few seconds into a single delayed detonation.
'''Death Mark''' brands an enemy and stores the ninja's physical damage against it, then releases part of that total as a single delayed strike.


== Overview ==
== Overview ==
Death Mark is the payoff of the Ninja melee line. It places a 5-second mark on a target that silently records every point of physical damage the ninja deals to it. When the mark expires, a fraction of all stored damage is unleashed at once, and the ninja recovers HP from the blow. Casting it costs a portion of the ninja's own maximum HP.
Death Mark is the payoff of the Ninja melee line. It places a 5-second mark on a target that records the physical damage the ninja deals to it with normal attacks and specific skills. When the mark expires, a share of the stored damage strikes the target at once, and the ninja recovers HP from the blow. Casting it costs part of the ninja's own HP.


== Mechanics ==
== Mechanics ==
On cast, the ninja sacrifices '''20% of maximum HP''' and marks the target for '''5 seconds'''. During that window, all physical damage the ninja and their skills deal is stored on the mark.
On cast, the ninja loses '''20% of Max HP''' and marks the target for '''5 seconds'''. During that window, damage from the following sources is stored:
* Normal attacks
* [[Throw Shuriken]]
* [[Throw Huuma Shuriken]]
* [[Huuma Shuriken - Grasp]]
* [[Shadow Slash]]
* [[Tsugari]]


'''Final damage:''' Stored damage × (0.12 × SkillLv)
Only physical damage dealt by the ninja who placed the mark counts. Only the HP the target actually loses is stored; damage beyond its remaining HP is not.


* When the mark expires, the enemy takes the final damage above in one strike.
'''Detonation damage:''' Stored damage × 12 × SkillLv ÷ 100
* The ninja then '''heals 20% of that final damage'''.
 
* Damage sources that feed the mark: auto-attacks, [[Throw Shuriken]], [[Throw Huuma Shuriken]], [[Huuma Shuriken - Grasp]], [[Shadow Slash]], and [[Tsugari]].
* When the mark expires, the target takes the detonation damage in one strike. This damage is not reduced by DEF.
* '''HP recovery:''' the ninja then recovers '''20% of the detonation damage'''. This is based on the calculated detonation, even if it exceeds the target's remaining HP.
* The recovery is increased by bonuses to healing received and reduced by healing penalties such as Critical Wounds. It is not reversed by an Undead armor element.
* The mark cannot be placed on a target that is Frozen, Petrified or already marked.
* After use, the skill has an after-cast delay of 1 second, reduced by 8 ms per point of AGI and 2 ms per point of DEX.


== Leveling ==
== Leveling ==
{| class="wikitable"
{| class="wikitable"
! Level !! Stored-damage multiplier !! SP cost
! Level !! Detonation (% of stored damage) !! SP cost
|-
|-
| 1 || ×0.12 || 40
| 1 || 12% || 40
|-
|-
| 2 || ×0.24 || 40
| 2 || 24% || 40
|-
|-
| 3 || ×0.36 || 40
| 3 || 36% || 40
|-
|-
| 4 || ×0.48 || 40
| 4 || 48% || 40
|-
|-
| 5 || ×0.60 || 40
| 5 || 60% || 40
|-
|-
| 6 || ×0.72 || 40
| 6 || 72% || 40
|-
|-
| 7 || ×0.84 || 40
| 7 || 84% || 40
|-
|-
| 8 || ×0.96 || 40
| 8 || 96% || 40
|-
|-
| 9 || ×1.08 || 40
| 9 || 108% || 40
|-
|-
| 10 || ×1.20 || 40
| 10 || 120% || 40
|}
|}


== Requirements ==
== Requirements ==
* [[Kenpou Training]] Lv3
* [[Kenpou Training]] Lv3
* [[Tsugari]] Lv5
* [[Tsugari]] Lv3


== Catalysts ==
== Catalysts ==
Line 60: Line 71:


== Notes ==
== Notes ==
* Casting Death Mark immediately drains 20% of the ninja's maximum HP — keep your health buffer in mind before applying the mark.
* The HP cost is 20% of Max HP, not of current HP. Check your health before applying the mark.
* Maximize stored damage during the 5-second window with a fast burst rotation ([[Shadow Slash]] → [[Tsugari]]) to make the expiry strike hit hardest.
* Use a fast burst rotation ([[Shadow Slash]] followed by [[Tsugari]]) during the 5-second window to make the detonation hit harder.
* The self-heal on expiry scales with the final damage, so a heavy burst can offset the HP cost.
* The HP recovery scales with the detonation, so a heavy burst can offset the HP cost.


[[Category:Ninja skills]]
[[Category:Ninja skills]]
[[Category:Offensive skills]]
[[Category:Offensive skills]]

Latest revision as of 20:16, 4 October 2026

Death Mark
JobNinja
TypeOffensive (Debuff)
TargetEnemy
Max level10
SP cost40
Range9 cells
Cast timeInstant
Cooldown10 s
Duration5 s
Catalyst1 Shadow Orb
RequiresKenpou Training Lv3, Tsugari Lv3

Death Mark brands an enemy and stores the ninja's physical damage against it, then releases part of that total as a single delayed strike.

Overview

Death Mark is the payoff of the Ninja melee line. It places a 5-second mark on a target that records the physical damage the ninja deals to it with normal attacks and specific skills. When the mark expires, a share of the stored damage strikes the target at once, and the ninja recovers HP from the blow. Casting it costs part of the ninja's own HP.

Mechanics

On cast, the ninja loses 20% of Max HP and marks the target for 5 seconds. During that window, damage from the following sources is stored:

Only physical damage dealt by the ninja who placed the mark counts. Only the HP the target actually loses is stored; damage beyond its remaining HP is not.

Detonation damage: Stored damage × 12 × SkillLv ÷ 100

  • When the mark expires, the target takes the detonation damage in one strike. This damage is not reduced by DEF.
  • HP recovery: the ninja then recovers 20% of the detonation damage. This is based on the calculated detonation, even if it exceeds the target's remaining HP.
  • The recovery is increased by bonuses to healing received and reduced by healing penalties such as Critical Wounds. It is not reversed by an Undead armor element.
  • The mark cannot be placed on a target that is Frozen, Petrified or already marked.
  • After use, the skill has an after-cast delay of 1 second, reduced by 8 ms per point of AGI and 2 ms per point of DEX.

Leveling

Level Detonation (% of stored damage) SP cost
1 12% 40
2 24% 40
3 36% 40
4 48% 40
5 60% 40
6 72% 40
7 84% 40
8 96% 40
9 108% 40
10 120% 40

Requirements

Catalysts

  • 1 Shadow Orb

Notes

  • The HP cost is 20% of Max HP, not of current HP. Check your health before applying the mark.
  • Use a fast burst rotation (Shadow Slash followed by Tsugari) during the 5-second window to make the detonation hit harder.
  • The HP recovery scales with the detonation, so a heavy burst can offset the HP cost.