technique
Usage
technique | technique 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 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 30 second cooldown, and it does not start
until the window ends.
- 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.
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.