Final Cadence
Spell VeteranAppearance
Description
- Skill Type
- Area damage
- Effect
- needs 3+ active songs, 3 000 magic dmg & 3 000 hp (0.1% more per CHA, then 15%, 25% or 30% more with 4, 5 or 6+ songs)
Rank 1. Base values before equipment and attribute bonuses.
Master Skill
8 yd range
1.5s cast 30s cooldown
Releases the full force of your performance, dealing 3 000 magic damage to all nearby enemies and restoring 3 000 health to all nearby allies. Requires at least 3 active songs.
Melody: +15% / +25% / +30% damage and healing with 4 / 5 / 6+ active songs.
Requirements
- Cost per Rank
- 2 veteran points
- Veteran Points Already Spent
- 50
- Required Weapon
- Instrument
Each rank costs 2 veteran points, but a game defect counts it as 1 point toward your Veteran Level and the next veteran point's experience cost. A token reset refunds 1 point per rank, so each reset loses 1 point per rank.
Cost & Timing
- Cast Time
- 1.5s
- Cooldown
- 30s
- Range
- 8 yd
Spell Casting Haste shortens the cast by its percentage, so 20% Spell Casting Haste turns the 1.5s cast into 1.2s.
Damage
- Skill damage
- 3 000
- Damage Type
- Magic
Healing
- Heals Health
- 3 000
Mechanics
Final Cadence
You can cast it only while at least three of your songs are active.
- Skill damage
- 3 000
- Skill healing
- 3 000
- Song power
- 100% + 0.1% per point of Charisma above 0, at most 300%
- Damage before Melody
- Skill damage × Song power,
- Healing before Melody
- Skill healing × Song power,
- Melody bonus
- 3 active songs give 0%, 4 give 15%, 5 give 25%, and 6 or more give 30%
- Damage before defenses
- Damage before Melody × (100% + Melody bonus),
- Healing
- Healing before Melody × (100% + Melody bonus),
Example ,100 Charisma,4 active songs
3 795 damage before the target's defenses and 3 795 Hit Points restored before critical heals and the missing-Hit-Points cap
Song power: 100% + 100 × 0.1% = 110%
Damage before Melody: 3 000 × 110% = 3 300,
Healing before Melody: 3 000 × 110% = 3 300,
Melody bonus: 4 active songs = 15%
Damage before defenses: 3 300 × 115% = 3 795,
Healing: 3 300 × 115% = 3 795,
Rounded means to the nearest whole number. Exact halves go to the even number, so 2.5 becomes 2.
A critical heal restores double Hit Points, or triple in 10% of critical heals.
Melody counts your active songs when the cast finishes.
Healing is critical for every ally or none. The chance is the Bard's Critical Strike. Damages every monster in range that the caster could attack, in combat or not, except sleeping ones. Final Cadence does not heal familiars.
For each ally healed, healing adds threat equal to a sixth of the Hit Points restored, rounded up, on monsters within 16 yd of the caster that are fighting that ally.
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 it 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 the damage steps, resistance and combat advantage.