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Final Cadence

Spell Veteran

Appearance

Final Cadence icon

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)

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.

See Final Cadence and Melody.

Learned by Classes