technique
Usage
technique | technique <target>Every stance has exactly one signature technique. Type technique out of combat
to see your stance's art, its cost and whether it is ready, then technique
while fighting to unleash it, or technique <target> to aim it.
Shared Rules:
- Each costs a flat amount of ki, never a share of your pool.
- Each spends your entire Cadence bar, and what that buys scales with how full
the bar was. Each has its own minimum.
- Damage scales 60% to 150% with the owning stance's mastery, before its other
multipliers.
- Each opens a 6 round window, four answers to one question. Iron blunts what
lands on you, Flow amplifies what you throw, Iai slips what is aimed at you,
Crescent forces through what would stop you.
- During the window your bar reads 0 but your bonus swings and downbeat keep
running off the rhythm you released, so the window is your peak rather than a
hole in your damage.
- The meter cannot build and you cannot change stances until the window ends.
- All four share one 10 second cooldown, and it does not start until the window
ends. After that your Cadence has to refill before the next one, so the bar
is the real limit.
- Iai Slash and Moonfall Strike are attacks and take a round to recover, like
any skill. Cascade and Immovable Guard deal no damage and leave your next
command free.
- Under crescendo Iai Slash and Moonfall Strike deal x2.0 damage. Cascade deals
none of its own, its surge rides Flow's doubled skill lever instead.
Details:
Iai Slash (Iai): one draw cut, +3% damage per Cadence point
spent, landing as 1 to 5 full damage cuts, 25% penetration. Then veils you 6
rounds, up to 25% to slip each incoming ki or physical skill.
- Needs 25 Cadence, costs 250 ki.
Cascade (Flowing Water): no damage of its own, instead 6
rounds of up to +75% skill, combo and technique damage, scaled to the rhythm
released. Multiplies Weaving Blade. Combat only.
- Needs 40 Cadence, costs 400 ki.
Immovable Guard (Iron Body): 6 rounds of up to +30% damage reduction scaled to
the Cadence spent, landing past the usual mitigation ceiling, and a riposte
answering every physical, ki or weapon hit at 125% riposte damage. Self
targeted, combat only.
- Needs 25 Cadence, costs 500 ki.
Moonfall Strike (Crescent Moon): 250% base rising to 700% as the target nears
death, ramping below 50% health, all scaled x1.0 to x7.0 by mastery, 30%
penetration stacking with Armor Rend. Then 6 rounds where your autohit swings
punch through evasion, dodges, blocks and plain misses. A full bar pierces
every swing, a partial bar scales down.
- Needs 25 Cadence, costs 500 ki.