Stone Fist
| Job | Champion |
|---|---|
| Type | Active (offensive) |
| Target | Single enemy, 5×5 area |
| Element | Weapon |
| Max level | 5 |
| SP cost | 15 |
| Spirit Spheres | 2 |
| Range | 7 cells |
| After-cast delay | 1 s |
| Requires | Tempered Will Lv 5 |
Stone Fist
Overview
Stone Fist is a custom Vortex Legends skill and the Champion's half of the iron stance line. It slams a ki-charged fist into a target and everything around it, and it is written to reward a Champion who is holding ground rather than chasing damage. Under Tempered Will it hits considerably harder, drags monsters onto the caster and starts building a stacking damage reduction.
Mechanics
Damage formula: 80 × SkillLv + DEF (% of ATK), where DEF is the Champion's own defence.
Damage formula under Tempered Will: 100 × SkillLv + (DEF × Tempered Will level) ÷ 2 (% of ATK).
The Tempered Will bonus uses the level the buff was cast at, not the level learned. The blow is weapon property and strikes everything in a 5×5 area centred on the target.
Under Tempered Will only, the skill gains two further effects:
- Every monster hit is provoked, pulling its attention onto the Champion. Players are not affected.
- The Champion gains Stone Guard, a damage reduction that builds up as enemies are hit: 2% for each ordinary enemy and 10% for a boss, up to a maximum of 10%. It lasts 3 + SkillLv seconds and applies to physical, magical and miscellaneous damage alike.
Without the buff the skill is a plain area strike with the lower formula: no provoke and no Stone Guard.
Leveling
| Level | SP cost | Damage (% of ATK) | Under Tempered Will | Stone Guard duration |
|---|---|---|---|---|
| 1 | 15 | 80% + DEF | 100% + DEF × TW ÷ 2 | 4 s |
| 2 | 15 | 160% + DEF | 200% + DEF × TW ÷ 2 | 5 s |
| 3 | 15 | 240% + DEF | 300% + DEF × TW ÷ 2 | 6 s |
| 4 | 15 | 320% + DEF | 400% + DEF × TW ÷ 2 | 7 s |
| 5 | 15 | 400% + DEF | 500% + DEF × TW ÷ 2 | 8 s |
Notes
- Because the damage scales with the Champion's own defence, gear taken for survival also raises the output of this skill.
- A single boss hit reaches the Stone Guard cap in one cast, while ordinary monsters need five to get there.
- The 7-cell range makes it a pull rather than a melee opener: the Champion can gather a group before the fight closes in.
- Casting it without Tempered Will running is a waste of two spheres in most situations, since the whole tanking half of the skill is gated behind the buff.