crescent_stance
Usage
stance crescentCrescent Moon is the executioner, the hardest raw damage of the four stances.
It can hold no ocarina and sing no continuous song, and that loss is what pays
for the damage.
Two grips. Two handed (empty held hand) keeps full Armor Rend and one crushing
Moonfall. Twin blade (a second weapon, needs dual wield) trades a third of the
armor penetration for extra swings and a two hit Moonfall. Neither is a
downgrade, and neither can sing. Any non-weapon held item breaks the stance.
Passives (scale with Crescent mastery):
- Reaper's Swing: autohits at the full 160% stance lever, and the hottest
Crescendo lever of all, 800%.
- Falling Moon: +8% to +18% damage on everything.
- Armor Rend: 5% to 20% armor penetration. Twin
blade keeps 66% of it, 3% to 13%.
- Bladesong: +30% to +60% autohit damage, an intrinsic self only hymn standing
in for the songs Crescent cannot sing. Stacks with Falling Moon.
- Giant Slayer: up to +6% against foes of greater max power level.
- Execute: +3% to +5% against foes below 25% of their max health.
- Twin Blades: twin blade only, +0 to +1 extra main hand swings, each carrying
the dual wield off hand chain (off hand hits softened to about 12.5% of a
full swing).
- Attunement: always on, up to +60,000,000 PL, +3,000 Ki, +40,000 damroll,
+25,000 hitroll. Sharpest damroll of the four.
Details:
Signature Technique: Moonfall Strike
Brings the blade down like the falling moon. Hits harder the closer the target
is to death.
- Needs 25 Cadence. Costs 500 ki.
- 250% base above half health, climbing linearly below 50% health to 700% as
the target nears death.
- The whole blow then scales x1.0 to x7.0 with mastery, on top of the 60% to
150% technique scale.
- 30% armor penetration, stacking with Armor Rend. x2.0 damage under Crescendo.
- Twin blade grip lands two cuts at 50% each instead of one spike, sharing the
same execute multiplier.
- Moonfall Pierce: 6 rounds where your autohit swings force through whatever
would turn them aside. On a full bar that is every swing, nothing is turned
aside at all, and a partial bar scales down from there. Racial evasion,
Zanzoken, dodge, block and a plain miss are all fair game. Metal slimes are
the one thing it will not touch, and armor and resists still apply in full.
No message fires, watch your misses and dodges go to zero.
- The 10 second cooldown starts when the window ends.