## Strain Documentation # **<font color="#9c1b1b">[Dancer]</font> [Attacker/Combo]** <font color="#96999A">Anything wrote here can be subject to future changes.</font> <font color="#00ec34">Passives:</font> <font color="#00bfec">Dodge Threshold and Regeneration</font> * Allows user to passively avoid projectiles, dancer have statistic chance to dodge every 6th projectile, meaning 5 projectiles hit you and next one is guaranteed miss. Dancer gains increased regeneration of 1.35 modifier, strenght of recovery phermones they can benefit in exchange is "strong" tier. <font color="#00ec34">Melee Attack:</font> <font color="#00bfec">Red Tags</font> * When Attacking target with melee, you apply "Marks", Red Marks are used to empower your Impale or Tail Trip ability. <font color="#00ec34">Tail Attack:</font> <font color="#00bfec">Tail Lance</font> * This tail have 2 modes, in "Normal" mode, deals standard x1.2 damage to target limb, "Blunt" mode can be activated by selecting "Disarm" intent, in this mode tail always deal 8 armor-piercing damage and have 3 seconds of cooldown. <font color="#96999A">*Both Tail Modes Apply Red Marks.*</font> <font color="#00ec34">Attack Ability:</font> <font color="#00bfec">Impale</font> * Strike target from 2 tiles away dealing strong damage, when <font color="#9b0618">any Mark</font> is present on target before casting ability, empowers impale to deal damage twice in a row. <font color="#00ec34">Movement Ability:</font> <font color="#00bfec">Dodge</font> * Activating ability will temporary increase speed, dodge threshold and allow you to pass trough mobs, this ability can be deactivated early to regain 1s of used time to 2s of cooldown, allowing for better ability management. <font color="#00ec34">Control Ability:</font> <font color="#00bfec">Tail Trip</font> * Strike target from 2 tiles away, briefly knocking them down and daze enemy, making them have hard time to speak for short duration, when <font color="#9b0618">any Mark</font> is present on target before casting ability, empowers Tail Trip to knockdown for longer duration and daze enemies for longer time. <font color="#00ec34">CC Ability:</font> <font color="#00bfec">Yellow Tag</font> <font color="#96999A">*(thwomper request)*</font> <font color="#96999A">*this ability was requested by thwomper, they asked for CC ability for unga balls, but didn't specify what type so i made yellow tags.*</font> Currently Yellow tags have 3 states, so below i will try to explain them easy way: * On <font color="#c10009">Critical</font>: When slashing dying marine <font color="#96999A">(Critical condition)</font> they will spread Yellow Marks in range of 5 tiles, spreading caused by slashing dying people will put target on 20s cooldown from spreading marks and apply 5s cooldown on spreads. * On <font color="#c18d00">Slashing Yellow Marks</font>: Consumes Yellow Mark in exchange of decreasing cooldown on both Impale and Tail Trip ability. * Using <font color="#dad974">Ability on Yellow Marks</font>: When Hitting Yellow Mark with Impale or Tail Trip will remove cooldown penality from ability itself in exchange for consuming yellow mark, allowing you to cast ability again. # General Dancer Gameplay: <font color="#96999A">General Dancer gameplay focus on marking your pray by damaging it with slashes or tailstabs to enhance your other abilities like tail trip and impale. How combo should look like: - Use tailstab to mark enemy. - Use Tail Trip to immobilize target for short period of time. - Slash target when its immobilized by tail trip to apply fresh red mark. - Use Impale on target to impale target *twice* only work if they are marked. Dodge is not mentioned above, its mainly movement/damage reduction ability. - Dodge can be deactivated early to lower cooldown time, if you are out of combat but still have dodge active, i suggest pressing ability button again to deactivate it early and decrease cooldown. As for golden marks, if you execute combo correctly, you should drive target close to critical condition, when that happends you will spread tags to nearby valid targets. When yellow marks appear you can slash person with yellow marks to instantly reset cooldowns on both tail trip and impale ability, if you use any of this both abilities on target with yellow mark, their cooldown will be set to 0, meaning you can execute multiple tail trips/impales on multiple targets, your only limit is plasma, health and your sprite clicking capabilities. </font> # Dancer Dodge explained: Dodge Ability uses new system called "dodge_threshold", allows target that utilizes it, to avoid *most projectiles*, for example if you have dodge threshold of "5", every 5th bullet will be dodged so, if you fire 10 bullets at dancer, 4 bullets hit, 5th one misses and other 4 hits and again you dodge 5th one, so in 10 bullets, only 8 hit, this could be also considered "damage reduction" that just make you avoid damage of 1 every 5th bullet, this new system can be countered by following: - Fire - Melee - Rockets - Explosions - Sniper Bullets Dodge threshold also don't work if you are knocked down/resting, and "dodged bullets" counter will reset if you rest or get knocked down. # Dancer Statistics and Changes: <details> ----- <font color="#7da033">Dancer Status:</font> health: 650 armor: 20 plasma: 800 slash damage: 40 (static) speed: -0.85 ----- <font color="#dad974">Passive Changes:</font> - Passive dodge every 6th bullet. - Recovery phermones limited to 3 (strong) ----- <font color="#dad974">Slash Changes:</font> - Decreases cooldown of tail trip and impale when slashing yellow tags. ----- <font color="#dad974">Yellow Tags:</font> - Killing spread yellow tags to nearby targets, attacking it with impale or tail trip will make them have no cooldown, allowing you to use ability again. - Yellow tags can be spread from critical (unconscious) target when slashing, this action puts spread from same target on 20s cooldown. - Yellow tags persist for 5 seconds after killing target, and spread to 5 targets in close proximity from dying person. ----- <font color="#7da033">Tailstab:</font> - 10s cooldown. - Deals 1.2 times base slash damage. <font color="#dad974">changes:</font> - New name and icon. - "Blunt" mode that can be activated by selecting disarm intent. - "Blunt" mode that deals direct 8 damage to health (ignores armor). - "Blunt" mode have cooldown of 3 seconds. ----- <font color="#7da033">Impale Ability:</font> - 13s cooldown. - Plasma cost 30. - Impales target 1 time, with tag impales 2 times. <font color="#dad974">changes:</font> - Increased range from 1 tile to 2 tiles. - Decreased Impale miss cooldown from 1.5s to 0.7s. ----- <font color="#7da033">Tail Trip ability:</font> - 13s cooldown. - Plasma cost 30. - Stuns target for 0.1s, with mark increased to 1s - Apply "Daze" debuff for 1s, with mark increased to 2s (speech issues) - Apply "Slowed" debuff only when buffed for 3s <font color="#dad974">changes:</font> - Decreased Tail Trip miss cooldown from 1.5s to 0.7s ----- <font color="#7da033">Dance Ability:</font> - 13s cooldown. - plasma cost 200 - Increased walking speed when active -0.5 - Pass trough mobs. - Duration of 7 seconds. <font color="#dad974">changes:</font> - 14s cooldown max (1s used is 2s cooldown) - creates pure visual afterimage effect. - Changed ability behavior, instead of be activable its now similar to lurker invisibility, you can stop ability sooner for lower cooldown. - Added 1 second delay between activation and deactivation of ability, to make sure player will not waste it by fast click. - Increases Dodge from every 6th bullet dodged to every 3rd bullet dodge. </details>