Difference between revisions of "Holy"
(Created page with "Holy is a spell from Ring of the Lucii. Instead of phasing, Noctis will cast Holy when you have the Ring equipped. Guarding gradually expends your MP at a...") |
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Timing your dodge perfectly to the enemy's attack makes Noctis do "Super Holy". This does 15 times more damage (basically, it almost always hits the damage cap) and recovers 40% of your max MP. If you're far away, Noctis will teleport close to the enemy. This also very frequently puts enemies to Vulnerability state. | Timing your dodge perfectly to the enemy's attack makes Noctis do "Super Holy". This does 15 times more damage (basically, it almost always hits the damage cap) and recovers 40% of your max MP. If you're far away, Noctis will teleport close to the enemy. This also very frequently puts enemies to Vulnerability state. | ||
− | Patch changes: | + | Patch 1.07 changes: |
* Halved normal damage | * Halved normal damage | ||
* Increased MP recovery from 10% to 15% | * Increased MP recovery from 10% to 15% |
Latest revision as of 20:56, 9 April 2017
Holy is a spell from Ring of the Lucii.
Instead of phasing, Noctis will cast Holy when you have the Ring equipped. Guarding gradually expends your MP at a rate of 10% per second, but each cast recovers 15% of your maximum MP. Unlike phasing, this does not work against bullets.
Damage scales with two stats: Magic and your level (that's right, Holy scales with level, Death doesn't). There doesn't seem to be any hard-caps.
Timing your dodge perfectly to the enemy's attack makes Noctis do "Super Holy". This does 15 times more damage (basically, it almost always hits the damage cap) and recovers 40% of your max MP. If you're far away, Noctis will teleport close to the enemy. This also very frequently puts enemies to Vulnerability state.
Patch 1.07 changes:
- Halved normal damage
- Increased MP recovery from 10% to 15%
- Reduced recovery time between casts
- Added "super holy"