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Arcane Burst

Spell

Appearance

Arcane Burst icon

Description

Skill Type
Single-target projectile
Effect
spell power × (150% + 10% × (rank − 1)) magic dmg

Cost & Timing

Mana Cost
12 × rank
Cast Time
0.8s
Cooldown
6s
Range
8 yd

The mercenary's Spell Casting Haste shortens the cast by its percentage, so 20% Spell Casting Haste turns the 0.8s cast into 0.64s.

Damage

Damage %
150% + 10% × (rank − 1)
Damage Type
Magic

Rank Scaling

RankDamage %Mana Cost
1150%12
2160%24
3170%36
4180%48
5190%60
6200%72
7210%84
8220%96
9230%108
10240%120
11250%132
12260%144
13270%156
14280%168
15290%180
16300%192
17310%204
18320%216
19330%228
20340%240
21350%252
22360%264
23370%276
24380%288
25390%300
26400%312
27410%324
28420%336
29430%348
30440%360

Mechanics

Mercenary Skill Rank

A mercenary uses this skill at a rank set by your level and total veteran points. See Mercenary Skill Ranks.

Level contribution
Your level ÷ 5, rounded down
Veteran contribution
Total veteran points ÷ 10, rounded down
Skill rank
Level contribution + Veteran contribution, at most the skill's maximum rank

Total veteran points (Veteran Level) are your unspent veteran points plus your learned veteran skill ranks. The character window shows them as the VT number beside your level, as in "Level 50 (VT 20)". Use 0 if no VT number appears.

Example ,Level 50,20 total veteran points,maximum rank 30

Skill rank 12

Level contribution: 50 ÷ 5 = 10, rounded down

Veteran contribution: 20 ÷ 10 = 2, rounded down

Skill rank: 10 + 2 = 12

Skill Damage

Wizard mercenary

Spell Power is the value in the mercenary's equipment window.

Use your mercenary's rank from Mercenary skill rank above. This example uses the rank from that section's example.

Damage %
150% at rank 1, +10% per rank (440% at rank 30)
Damage before defenses
Spell Power × Damage %,

Example ,rank 12,the mercenary's 200 Spell Power

520 damage before the target's defenses

Damage %: 150% + 10% × (12 − 1) = 260%

Damage before defenses: 200 × 260% = 520,

Rounded means to the nearest whole number. Exact halves go to the even number, so 2.5 becomes 2.

The target's Magic Resist reduces this damage by 0.05% per point, up to 90%. Each point of the target's Magic Resist adds 0.05% to its chance to resist the hit outright. Each 1% of the caster's Accuracy subtracts 1% from that chance. Each level the target is above the caster adds 0.5%, and each level below subtracts 0.5%, up to 10% either way. The chance stays between 0% and 90%. See resistance and avoidance, the damage steps and moving targets and backstabs.

Used by Pets