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Daze Daze DAZE Daze
rdfs:comment
Level: , Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature of 4 HD or less Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes Daze is a status in Xenoblade Chronicles which stuns the target and removes auras (except for enemies' Crazed auras). While stunned, the target cannot dodge attacks, so attackers can hit the dazed target with 100% accuracy. Critical damage increases by 25% (note: critical damage cannot be stacked with topple). When an enemy is dazed, its aggro will not increase. The daze duration for enemies is 2 seconds. Daze can also break the enemy's arts tag while the enemy is casting an art. This will subsequently cause the enemy to use a different art. !width="33%"|100%TP !width="33%"|200%TP !width="33%"|300%TP |- |align="center"|5.0 |align="center"|5.5 |align="center"|6.0 |} [[Category:]] Daze was a simple cantrip that temporarily clouded the mind of a targeted humanoid creature. It was considered an enchantment of the compulsion sub-school of magic. An eyeball, a minuscule relative of the beholder could daze opponents with one of its four tiny eyestalks. The creature daze mechanic was revealed on the WoW general forums by Blizzard CM Drysc. All mob creatures have a chance to daze on each melee hit, ranging from 0% to a maximum 40%. Chance to daze is a function of player level, creature weapon skill and player base defense skill. A creature's weapon skill is its level times 5. For example, a level 70 creature has an attack skill of 350. A player's base defense skill is capped at his level times 5, and can be increased through some class talents and gear or other enhancements that have defense rating. Innate level: 0 School: enchantment Descriptor: mind-affecting Components: verbal, somatic Range: long (40 meters) Area of effect: single Duration: 2 rounds Save: will negates Spell resistance: yes Additional counterspells: clarity Description: If the target humanoid creature has 5 hit dice or less, they are dazed for 2 rounds. The versatility of this technique is its most prized asset. It can be transferred by means of a punch, or a mere touch. The only condition is that the user's skin must make contact with the opponent. Juro also is capable of outting an enemy in this Genjutsu by means of blocking their taijutsu attacks. Since he was naturally not very skilled at Taijutsu, Juro used this technique frequently to end taijutsu battles at the very beginning. Daze is a Mental Magic spell that temporarily stuns all enemies in a wide range around the player character. Not all enemies can be dazed and your Daze Spell Level + Spellcraft + Mental Magic Level determine the power of your Daze spell. Damage taken that does not kill the enemy will end the Daze effect, including damage-over-time effects. In Geneforge 2, Daze had to be targeted specifically, enemy by enemy. In Geneforge 3 and later games it affects all enemies at once. There was a different spell, called Mass Daze, in Geneforge 2. Daze is a mercenary that works for Cullen Pensworth All mob creatures have a chance to daze on each melee hit, ranging from 0% to a maximum 40%. Chance to daze is a function of player level, creature weapon skill and player base defense skill. A creature's weapon skill is its level times 5. For example, a level 70 creature has an attack skill of 350. A player's base defense skill is capped at his level times 5, and can be increased through some class talents and gear or other enhancements that have defense rating. If the target humanoid creature has 5 Hit Dice or less, they are dazed for 2 rounds. Daze was a Shosuro Tejina spell which allowed the caster to cloud the mind of the target, eho could not take actions.
owl:sameAs
n214:_Burkina_Faso
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W
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Yin Release,
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0
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No
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No
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Yes
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Daze
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Daze
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A
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Genjutsu,
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0
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No
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Offensive, Defensive, Supplementary
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debuff debuff
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Anime, Manga, Game, Movie
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2016.09 2016.1
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yes
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QcU0rjep-PQ ZCiDnyKowys
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Yes
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No
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mind-affecting
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Juro Uchiha, Juro Uchiha/Dreamscape
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Daze
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Daze
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--11-05
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right right
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"DAZE", also known as "Soup-P", is a beginner producer.
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Dazed Dazed Daze
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Will negates will negates
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Daze last requiem.png daze paper boy.jpg
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If the target humanoid creature has 5 hit dice or less, they are dazed for 2 rounds.
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cool-and-absurd-af/his-requiem-original-song-oliver-and-avanna cool-and-absurd-af/original-song-paper-boy-oliver cool-and-absurd-af/original-songthe-march-of-the-world-eatersmacne-nana
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His Requiem Paper Boy The March of the World Eaters
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# "heartBEAT" # "His Requiem" # "Paper Boy" # "ControL" # "State of Ignorance" # "The March of the World Eaters" # "GOD Is DEAD"
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4.0 2 12.0
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Is_daze.png is_daze.gif Spell_Frost_Stun.png Spell_Frost_Stun.png
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Movement speed reduced by 50%. Movement speed reduced by 50%.
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Channel: YouTube SoundCloud Social Media: DeviantArt Tumblr Quotev
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single Single
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Daze
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September 2015
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Area of Effect / Target: Single Save: Will 1/2 School: Conjuration Descriptor: Caster Level: Scholar 0 Range: Touch Spell Resistance: Yes Duration: Instant Component: Verbal, Somatic 172800.0 Innate Level: 2
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Daze
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Daze
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Mind-affecting
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Level: , Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature of 4 HD or less Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes All mob creatures have a chance to daze on each melee hit, ranging from 0% to a maximum 40%. Chance to daze is a function of player level, creature weapon skill and player base defense skill. A creature's weapon skill is its level times 5. For example, a level 70 creature has an attack skill of 350. A player's base defense skill is capped at his level times 5, and can be increased through some class talents and gear or other enhancements that have defense rating. Base chance to daze is 20% given that the mob weapon skill and player defense skill are equal. As the player's defense skill increases relative to the mob's weapon skill, chance to daze decreases to a minimum of zero. As defense skill decreases relative to weapon skill, chance to daze increases to a maximum of 40%. This effectively makes chance to daze a function of level difference - mobs that are below a player's level have less chance to daze, while mobs above his level have a higher chance, with equal level mobs having the base 20% chance. The base chance of 20% is decreased for players under level 30. As a given example, a level 10 player running from a level 10 mob will only have a 7% chance to be dazed. The daze check uses a player's total defense skill rather than base defense skill, meaning players with high defense rating from equipment, such as tanks, have a lower chance of being dazed. This means tanks will have an easier time repositioning mobs in instances without being repeatedly dazed. A player can only be dazed from behind and within melee range of the attacking mob. This is most common when running away from it, but it can also happen while standing still if the mob approaches from behind, or when backing up if the mob overshoots you while following you. Due to server latency, it can sometimes appear that a mob has dazed from a long distance, or in front of the player. It has been confirmed that friendly mobs (for escort quests for example) can daze other mobs that are running away. It also seems that daze debuff can't be applied by a mob if you are "Immune" (such as with a Paladin Divine Shield or Mage Ice Block), if you "Resist" the hit, or if all the damage from the hit is Absorbed. While it slows movement speed, daze is not considered a movement impairing effect. Thus it cannot be removed by the usual means such as druid shapeshifting, Vanish, Faction Insignia, or Hand of Freedom. It is considered a physical debuff, however, and can be removed by Blessing of Protection and the like. Note that it is also removed by immunity granting effects such as Divine Shield or Ice Block. If the target humanoid creature has 5 Hit Dice or less, they are dazed for 2 rounds. Daze was a Shosuro Tejina spell which allowed the caster to cloud the mind of the target, eho could not take actions. !width="33%"|100%TP !width="33%"|200%TP !width="33%"|300%TP |- |align="center"|5.0 |align="center"|5.5 |align="center"|6.0 |} Daze is a Mental Magic spell that temporarily stuns all enemies in a wide range around the player character. Not all enemies can be dazed and your Daze Spell Level + Spellcraft + Mental Magic Level determine the power of your Daze spell. Damage taken that does not kill the enemy will end the Daze effect, including damage-over-time effects. In Geneforge 2, Daze had to be targeted specifically, enemy by enemy. In Geneforge 3 and later games it affects all enemies at once. There was a different spell, called Mass Daze, in Geneforge 2. The creature daze mechanic was revealed on the WoW general forums by Blizzard CM Drysc. All mob creatures have a chance to daze on each melee hit, ranging from 0% to a maximum 40%. Chance to daze is a function of player level, creature weapon skill and player base defense skill. A creature's weapon skill is its level times 5. For example, a level 70 creature has an attack skill of 350. A player's base defense skill is capped at his level times 5, and can be increased through some class talents and gear or other enhancements that have defense rating. Base chance to daze is 20% given that the mob weapon skill and player defense skill are equal. As the player's defense skill increases relative to the mob's weapon skill, chance to daze decreases to a minimum of zero. As defense skill decreases relative to weapon skill, chance to daze increases to a maximum of 40%. This effectively makes chance to daze a function of level difference - mobs that are below a player's level have less chance to daze, while mobs above his level have a higher chance, with equal level mobs having the base 20% chance. The base chance of 20% is decreased for players under level 30. As a given example, a level 10 player running from a level 10 mob will only have a 7% chance to be dazed. The daze check uses a player's total defense skill rather than base defense skill, meaning players with high defense rating from equipment, such as tanks, have a lower chance of being dazed. This means tanks will have an easier time repositioning mobs in instances without being repeatedly dazed. A player can only be dazed from behind and within melee range of the attacking mob. This is most common when running away from it, but it can also happen while standing still if the mob approaches from behind, or when backing up if the mob overshoots you while following you. Due to server latency, it can sometimes appear that a mob has dazed from a long distance, or in front of the player. It has been confirmed that friendly mobs (for escort quests for example) can daze other mobs that are running away. It also seems that daze debuff can't be applied by a mob if you are "Immune" (such as with a Paladin Divine Shield or Mage Ice Block) or if you "Resist" the hit. While it slows movement speed, daze is not considered a movement impairing effect. Thus it cannot be removed by the usual means such as druid shapeshifting, Vanish, Faction Insignia, or Blessing of Freedom. It is considered a physical debuff, however, and can be removed by Blessing of Protection and the like. Note that it is also removed by immunity granting effects such as Divine Shield or Ice Block. Innate level: 0 School: enchantment Descriptor: mind-affecting Components: verbal, somatic Range: long (40 meters) Area of effect: single Duration: 2 rounds Save: will negates Spell resistance: yes Additional counterspells: clarity Description: If the target humanoid creature has 5 hit dice or less, they are dazed for 2 rounds. Daze is a status in Xenoblade Chronicles which stuns the target and removes auras (except for enemies' Crazed auras). While stunned, the target cannot dodge attacks, so attackers can hit the dazed target with 100% accuracy. Critical damage increases by 25% (note: critical damage cannot be stacked with topple). When an enemy is dazed, its aggro will not increase. The daze duration for enemies is 2 seconds. Daze can also break the enemy's arts tag while the enemy is casting an art. This will subsequently cause the enemy to use a different art. [[Category:]] Daze was a simple cantrip that temporarily clouded the mind of a targeted humanoid creature. It was considered an enchantment of the compulsion sub-school of magic. An eyeball, a minuscule relative of the beholder could daze opponents with one of its four tiny eyestalks. Daze is a mercenary that works for Cullen Pensworth The versatility of this technique is its most prized asset. It can be transferred by means of a punch, or a mere touch. The only condition is that the user's skin must make contact with the opponent. Juro also is capable of outting an enemy in this Genjutsu by means of blocking their taijutsu attacks. Since he was naturally not very skilled at Taijutsu, Juro used this technique frequently to end taijutsu battles at the very beginning. The illusion cast by the Genjutsu is a realistic one where the environment turns against the victim, making it seem like Juro is actually manipulating it via ninjutsu. Thorny branches nearby envelop and pierce the skin, while the ground below turns to quicksand. The opponent usually still does not know that they're in a Genjutsu, and will continue fighting while Juro can easily defeat him in the real world, or weaken him psychologically and make him pass out.
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