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    Take your best shot! ~ Detailed Guide to Musketeer Class Powers

    Hello there.

    As a Musketeer main, I was curious as to whether a detailed Musketeer Powers guide existed.
    The Pirate101 Central Wiki pages for those Powers, in a way, count, but a lot of the information either states what the game tells you or is outdated.
    A quick search on the internet provided only severely outdated results.

    Therefore, this will serve as a detailed guide for all 25 currently trainable Powers that Musketeers learn throughout their journey.
    This will include general things from what the game tells you to detailed information like the approximate damage formulas used for the Powers
    (obtained over several months of investigation).


    Key Terms

    As some terms may have several different interpretations (depending on the player), I have composed a brief list of the terminology this guide will use.


    Weapon Power ー refers to the total Weapon Power the user has before primary stat bonus.
    ー Total Weapon Power: refers to the Weapon Power the user has after primary stat bonus.
    (The primary stat bonus is indicated as "Strength Bonus" / "Agility Bonus" / "Will Bonus" when hovering over a unit's Weapon Power.)


    Spell Power ー refers to the total Spell Power the user has.


    Agility ー refers to the total Agility the user has.


    Physical Damage ー refers to Damage said to be caused by physical attacks.
      (countered by Armor)


    Magical Damage ー refers to Damage said to be caused by magical attacks.
      (countered by Magic Resist)


    Alert ー a Talent exclusive to Swashbucklers that reduces damage of most Traps by 50% (with the chance to take 0 damage at rank 2).


    Fly ー a Talent exclusive to certain units that allows them to fly in combat.
      This allows them to fly over most obstacles.
      This also prevents them from activating certain Traps.


    Attack Range ー refers to the maximum number of squares that the user can target with a normal attack.
      For Weapons without any stated Attack Range, the Attack Range is 1.


    Line of Sight ー refers to whether the user's vision is blocked by an obstacle on the field.
      Certain obstacles may block the user's line of sight.
      Squares that are blocked by vision have the icon above and are untargetable for basic attacks and certain Powers.


    Formation ー refers to the target(s) for the Power.
      These are noted at the lower right of the Power's image, sometimes with a specified range.
      Formation also indicates which team (ally, neutral, enemy) will be affected.


    Talent Rank ー refers to the rank of a given Talent or Epic Talent



    Trap Stacking ー refers to the ability to place more than one copy of a given Trap on the same square.


    Duration ー refers to how long a given effect will last.
      Also counts the turn the given effect was cast.


    Powers

    For each Power, I have provided an image, at left.
    I will also be describing its effects in detail to the right.
    If you want to go to a given Power's Pirate101 Central wiki page, please click the name of the Power.

    Musketeer Trick Shots

    Grape Shot

    Attack enemies in a cone formation.
      Requires a Shooty Weapon.
                                                                                                   
    Range: 1
      (The game lists the Range of Powers with the Cone Formation to be the same as the Cone Range,
    but you can only target an adjacent square when using Cone-Formation Powers.)

    Formation: Cone
      Cone Range: 2 / 3 ✕ [Attack Range]
      (rounded up, minimum of 3)
      Targets enemies and obstacles with health.


    Damage Type: Magical

    Base Damage Formula: 0.75 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])
    Note: not to be confused with Blunderbuss Shot.

    Case Shot
    Attack enemies in a cone formation.
      Requires a Shooty Weapon.
                                                                                                   
    Range: 1
      (The game lists the Range of Powers with the Cone Formation to be the same as the Cone Range,
    but you can only target an adjacent square when using Cone-Formation Powers.)

    Formation: Cone
      Cone Range: 5 / 6 ✕ [Attack Range]
      (rounded up, minimum of 3)
      Targets enemies and obstacles with health.


    Damage Type: Magical

    Base Damage Formula: 1.25 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])

    Canister Shot
    Attack enemies in a cone formation.
      Requires a Shooty Weapon.
                                                                                                   
    Range: 1
      (The game lists the Range of Powers with the Cone Formation to be the same as the Cone Range,
    but you can only target an adjacent square when using Cone-Formation Powers.)

    Formation: Cone
      Cone Range: same as Attack Range
      (rounded up, minimum of 3)
      Targets enemies and obstacles with health.


    Damage Type: Magical

    Base Damage Formula: 1.25 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])

    Snap Shot
    Attack enemies in a line formation. Reduce affected enemies' Dodge by 25% for 5 turns.
      Requires a Shooty Weapon.
                                                                                                   
    Duration: 5 Turns

    Range: 1
      (The game lists the Range of Powers with the Line Formation to be the same as the Line Range,
    but you can only target an adjacent square when using Line-Formation Powers.)

    Formation: Line
      Line Range: same as Attack Range
      (minimum of 3 squares)
      Targets enemies and obstacles with health.

    Effect: damages enemies, reduces Dodge by 25%
      The amount that this debuff lowers Dodge by is rounded up.

    Damage Type: Magical

    Base Damage Formula: 1 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])
    Quick Shot
    Attack enemies in a line formation. Reduce affected enemies' Dodge by 50% for 5 turns.
      Requires a Shooty Weapon.
                                                                                                   
    Duration: 5 Turns

    Range: 1
      (The game lists the Range of Powers with the Line Formation to be the same as the Line Range,
    but you can only target an adjacent square when using Line-Formation Powers.)

    Formation: Line
      Line Range: [Attack Range] + 1
      (minimum of 4 squares)
      Targets enemies and obstacles with health.

    Effect: damages enemies, reduces Dodge by 50%
      The amount that this debuff lowers Dodge by is rounded up.

    Damage Type: Magical

    Base Damage Formula: 1 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])
    Uncanny Shot
    Attack enemies in a line formation. Reduce affected enemies' Dodge by 75% for 5 turns.
      Requires a Shooty Weapon.
                                                                                                   
    Duration: 5 Turns

    Range: 1
      (The game lists the Range of Powers with the Line Formation to be the same as the Line Range,
    but you can only target an adjacent square when using Line-Formation Powers.)

    Formation: Line
      Line Range: [Attack Range] + 2
      (minimum of 5 squares)
      Targets enemies and obstacles with health.

    Effect: damages enemies, reduces Dodge by 75%
      The amount that this debuff lowers Dodge by is rounded up.

    Damage Type: Magical

    Base Damage Formula: 1 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])
    Storm Round
    Attack enemies in a ✕ formation.
      Requires a Shooty Weapon.
                                                                                                   
    Range: same as Attack Range
      (minimum of 3)
      This Power is affected by line-of-sight.

    Formation: ✕
      Targets enemies and obstacles with health.

    Damage Type: Magical

    Base Damage Formula: 1 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])

    Cyclone Round
    Attack enemies in a ✕ formation.
      Requires a Shooty Weapon.
                                                                                                   
    Range: same as Attack Range
      (minimum of 3)
      This Power is affected by line-of-sight.

    Formation: ✕
      Targets enemies and obstacles with health.

    Damage Type: Magical

    Base Damage Formula: 1.5 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])

    Hurricane Round
    Attack enemies in a ✕ formation.
      Requires a Shooty Weapon.
                                                                                                   
    Range: same as Attack Range
      (minimum of 3)
      This Power is affected by line-of-sight.

    Formation: ✕
      Targets enemies and obstacles with health.

    Damage Type: Magical

    Base Damage Formula: 2 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])

    Incendiary Shot
    Attack enemies in a cross formation.
      Requires a Shooty Weapon.
                                                                                                   
    Range: same as Attack Range
      (minimum of 3)
      This Power is affected by line-of-sight.

    Formation: Cross
      Targets enemies and obstacles with health.

    Damage Type: Magical

    Base Damage Formula: 1 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])

    Bonfire Shot
    Attack enemies in a cross formation.
      Requires a Shooty Weapon.
                                                                                                   
    Range: same as Attack Range
      (minimum of 3)
      This Power is affected by line-of-sight.

    Formation: Cross
      Targets enemies and obstacles with health.

    Damage Type: Magical

    Base Damage Formula: 1.5 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])

    Inferno Shot
    Attack enemies in a cross formation.
      Requires a Shooty Weapon.
                                                                                                   
    Range: same as Attack Range
      (minimum of 3)
      This Power is affected by line-of-sight.

    Formation: Cross
      Targets enemies and obstacles with health.

    Damage Type: Magical

    Base Damage Formula: 2 ✕ [Weapon Power] ✕ (1.25 + 0.002 ✕ [Agility])


    Bombs and Traps

    Claw Trap
    Place "Musketeer's Trap" (Claw Trap) on an open square.
                                                                                                   
    Range: Infinite

    Formation: Single Target
      Targets an open square.

    Claw Trap Properties
    ー does not stack with itself
      If Claw Trap is cast on a square that already has another Claw Trap, then nothing will happen.
      If this happens, but the square did not have Claw Trap at the beginning of the turn, then nothing will happen,
        but the Power will still be consumed.
    ー Duration: Infinite (until trap is activated)
    ー Damage type: Physical
    ー Base Damage formula: 3 ✕ [Spell Power]
      Actual damage taken is affected by Alert 1 / 2.
      Units with Fly will not activate this Trap, and therefore will not take damage.

    Bear Trap
    Place "Musketeer's Trap" (Bear Trap) on an open square.
                                                                                                   
    Range: Infinite

    Formation: Single Target
      Targets an open square.

    Bear Trap Properties
    ー does not stack with itself
      If Bear Trap is cast on a square that already has another Bear Trap, then nothing will happen.
      If this happens, but the square did not have Bear Trap at the beginning of the turn, then nothing will happen,
        but the Power will still be consumed.

    ー Duration: Infinite (until trap is activated)
    ー Damage type: Physical
    ー Base Damage formula: 4 ✕ [Spell Power]
      Actual damage taken is affected by Alert 1 / 2.
      Units with Fly will not activate this Trap, and therefore will not take damage.

    Scatter Spike
    Place "Musketeer's Trap" (Scatter Spike Traps) on open squares.
                                                                                                   
    Range: Infinite

    Formation: ✕
      Targets open squares.

    Scatter Spike Trap Properties
    ー does not stack with itself
      If a Scatter Spike Trap is cast on a square that already has another Scatter Spike Trap, then nothing will happen.
      If this happens for all possible targeted squares, but at least 1 targeted square did not have a Scatter Spike Trap
        at the beginning of the turn, then nothing will happen, but the Power will still be consumed.

    ー Duration: Infinite (until trap is activated)
    ー Damage type: Physical
    ー Base Damage formula: 2 ✕ [Spell Power]
      Actual damage taken is affected by Alert 1 / 2.
      Units with Fly will not activate this Trap, and therefore will not take damage.

    Rain of Mortarshells
    Attack enemies in a 3x3 square. Place Musketeer's Traps on empty squares.
                                                                                                   
    Range: 6
      This Power is affected by line-of-sight.

    Formation: Radius (1 square)

    Damage type: Magical

    Base Damage formula: 1 ✕ [Spell Power] ✕ (1 + 0.002 ✕ [Agility])

    Musketeer's Trap Properties
    ー can stack with other Musketeer's Traps
    ー Duration: 10 Turns
    ー Damage type: Magical
    ー Base Damage formula: 1 ✕ [Spell Power]
      Actual damage taken is affected by Alert 1 / 2.
    Hail of Cannonballs
    Attack enemies in a 3x3 square. Place Musketeer's Traps on empty squares.
                                                                                                   
    Range: 6
      This Power is affected by line-of-sight.

    Formation: Radius (1 square)

    Damage type: Magical

    Base Damage formula: 1.5 ✕ [Spell Power] ✕ (1 + 0.002 ✕ [Agility])

    Musketeer's Trap Properties
    ー can stack with other Musketeer's Traps
    ー Duration: 10 Turns
    ー Damage type: Magical
    ー Base Damage formula: 1.5 ✕ [Spell Power]
      Actual damage taken is affected by Alert 1 / 2.
    Tempest of Torpedoes
    Attack enemies in a 3x3 square. Place Musketeer's Traps on empty squares.
                                                                                                   
    Range: 6
      This Power is affected by line-of-sight.

    Formation: Radius (1 square)

    Damage type: Magical

    Base Damage formula: 1.5 ✕ [Spell Power] ✕ (1 + 0.002 ✕ [Agility])

    Musketeer's Trap Properties
    ー can stack with other Musketeer's Traps
    ー Duration: 10 Turns
    ー Damage type: Magical
    ー Base Damage formula: 1.5 ✕ [Spell Power]
      Actual damage taken is affected by Alert 1 / 2.
    ー Traps placed by Tempest of Torpedoes may inflict 1 square of knockback on enemies.
      Knockback can chain on itself.
      This means that after knocking the enemy back, if the enemy gets knocked back onto the same square with
        the Musketeer's Trap, then the enemy activates the Musketeer's Trap again.
     
    (Please see the "Extra" section below for more details on this.)

    Buffs

    Wind Spirit
    For 10 turns, increase Agility by 50% for all units that are either adjacent or Agility-based.
                                                                                                   
    Duration: 5 Turns

    Formation: Ally
     Targets all allies that are either adjacent to the user or are Agility-based.

    Effect: increases Agility by 50%.
    The actual amount increased depends on whether you are in PvP:
    ー PvP: buff is based on total Agility and only active when it is the highest Agility-granting buff.
      (The amount of remaining turns does not decrease when this buff is not active.)
    ー PvE: buff is based on base Agility.

    The amount that this buff gives is rounded up.
    Cloud Spirit
    For 5 turns, increase Agility by 75% for all units that are either adjacent or Agility-based.

    Duration: 5 Turns

    Formation: Ally
     Targets all allies that are either adjacent to the user or are Agility-based.

    Effect: increases Agility by 75%.
    The actual amount increased depends on whether you are in PvP:
    ー PvP: buff is based on total Agility and only active when it is the highest Agility-granting buff.
      (The amount of remaining turns does not decrease when this buff is not active.)
    ー PvE: buff is based on base Agility.
                                                                                                   
    ​The amount that this buff gives is rounded up.

    Sky Spirit
    For 3 turns, increase Agility by 100% for all units that are either adjacent or Agility-based.

    Duration: 3 Turns

    Formation: Ally
      Targets all allies that are either adjacent to the user or are Agility-based.

    Effect: increases Agility by 100%.
    The actual amount increased depends on whether you are in PvP:
    ー PvP: buff is based on total Agility and only active when it is the highest Agility-granting buff.
      (The amount of remaining turns does not decrease when this buff is not active.)
    ー PvE: buff is based on base Agility.
                                                                                                   
    Fun fact: this buff used to have a duration of 10 turns.

    Bounding Overwatch
    Grant 1 Talent Rank of Overwatch to all allies for 3 turns.

    Duration: 3 Turns

    Formation: Team
      Targets all allies.
                                                                                                   
    Effect: grants 1 Talent Rank of Overwatch, maximum Talent Rank of 5.

    Suppression Fire
    Grant 1 Talent Rank of Burst Fire to all allies for 3 turns.

    Duration: 3 Turns

    Formation: Team
      Targets all allies.
                                                                                                   
    Effect: grants 1 Talent Rank of Burst Fire, maximum Talent Rank of 5.


    Obstacles

    Raise Barricade
    Place "Spiked Fence" (Mantlet) on empty squares.

    Formation: Wall
      Targets unoccupied squares.
      Number of squares: based on level
      ー Levels 1 - 39: 1 square
      ー Levels 40 - 59: 3 squares
      ー Levels 60+: 5 squares

    Raise Barricade's Range: Infinite

    Mantlet Properties
    ー blocks line of sight
    ー neither Jump nor Fly work on this Obstacle ー all units are forced to walk around it
    ー 2 types, depending on level:
      ー Levels 1 - 19: Wood Mantlet
      ー Levels 20+: Metal Mantlet


    Wood Mantlet:
    ー Health formula: 2.5 ✕ [Spell Power]
      (rounded up)
                                                                                                   

    Metal Mantlet:
    ― Health formula: 5 ✕ [Spell Power]

    Powder Monkey's Palisade
    Place Powder Kegs on empty squares.

    Formation: Wall (3 squares)
      Targets unoccupied squares.

    Powder Monkey's Palisade's Range: Infinite
                                                                                                   
    Powder Keg Properties
    ​When destroyed, Powder Kegs damage all surrounding targets.
    ー Health: 10
    ー Damage type: Magical
    ー Base Damage formula: 4 / 3 ✕ [Spell Power]
      Actual damage taken is affected by Alert 1 / 2.


    Extra

    Tempest of Torpedoes ー Traps' Knockback Chaining
    Here's a video that shows that a single Trap from Tempest of Torpedoes can inflict knockback more than once:



    Note when Diskylos gets knocked back by the Traps.

    Traps were activated in the following order:
    1.Rain of Mortarshells
    2.Tempest of Torpedoes (knockback: down)
    3.Rain of Mortarshells
    4.Tempest of Torpedoes (knockback: up)
      Note that this is the same square that Diskylos started at, right before the traps activated.
    5.Tempest of Torpedoes (knockback: left)
      Note that this Trap is the same Trap that activated earlier, at #2.
    6.Rain of Mortarshells
    7.Tempest of Torpedoes (knockback: down)
    8.Hail of Cannonballs
    9.Hail of Cannonballs

    The traps that activated at #8 and #9 were placed before the Tempest Traps were placed.
    Therefore, they activated after Diskylos was finished being knocked back.

    Raise Barricade's Wall Variance
    As previously stated, the length of the wall of Mantlets varies by level.
    Here are some other variants:
    Levels 1 - 39 Levels 60+


    Conclusion

    Hopefully, this guide was able to inform you on the Musketeer Powers in detail!
    Granted, many of you probably know enough about these Powers, but I'm hoping you learned something interesting from it!

    Thank you for reading this guide.
    If you have any questions on specific Musketeer Powers, please ask.
    Any feedback is appreciated!

    This post contains 1 auto-link(s) to our wiki for your reference.
    Last edited by Cody Nightblade; 01-03-2020 at 02:52 PM. Reason: improved, updated title



  2. The Following 3 Users Say Thank You to Cody Nightblade For This Useful Post:

    Crushcut (01-01-2020),luvs2sleepalot (01-01-2020),Sheldon (04-01-2020)




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