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{{Skill Info | class = Swordman | class2 = Super Novice | class3 = Mercenary | type = Offensive | levels = 10 (Fixed) | prereqs = ([[Swordman]] & [[Super Novice]]) [[Bash]] Lv. 5 | quest = | spcost = 30 | hpcost = 20~16 | time = None | delay = 2 seconds | duration = | target = Self | range = Melee | area = 5x5 | knock = 2 cells | element = Fire | status = | catalyst = | cf_name = | cf_value = }} == Description == Magnum Break requires 30 SP at all levels as well as an insignificant portion of HP to use. It is an instant fire-property [[AoE]] skill, dealing damage in a 5x5 cell area around the caster, and pushing enemies back 2 cells. It adds [[ATK]] as well as accuracy. This skill is also a self buff, adding 20% damage after it is cast to all attacks in [[Fire]] property for ten seconds. {| class="wikitable" !Level || [[ATK]] || HP Cost || Accuracy Bonus |- |1 || 120% || 20 || 110% |- |2 || 140% || 20 || 120% |- |3 || 160% || 19 || 130% |- |4 || 180% || 19 || 140% |- |5 || 200% || 18 || 150% |- |6 || 220% || 18 || 160% |- |7 || 240% || 17 || 170% |- |8 || 260% || 17 || 180% |- |9 || 280% || 16 || 190% |- |10 || 300% || 16 || 200% |} == Information == *It is a common misconception that Magnum Break endows weapons with the Fire property during its ten second after-use buff. Magnum Break in actuality adds damage: an additional 20% damage that is of Fire property is gained on top of all normal attacks for ten seconds. *Magnum Break level 3 can be obtained by equipping an accessory slotted with a {{item|id=4084 Marine Sphere Card}}. *Status effects from cards and weapons can be transfered through Magnum Break. *There is no push-back during [[WoE]]. *The added damage in [[Fire]] element ignores defense. It is also calculated into every hit of Magnum Break (at level 10, Magnum Break will do (250% + (20% x 250%)) = 300% damage, but 1/6th of that damage will be of Fire property and bypass defense). *The Cast Delay is affected by [[Magic Strings]]. == Strategies == === PvM === *Other classes without an AoE used to be able to level with Magnum Break accessories, however this is no longer effective. *The 10 second Magnum Break buff can be used to slowly kill away ghost 2, 3, or 4 property monsters when one forgets an elemental weapon (only the [[Fire]] buff - 20% damage - will be dealt per hit; the normal property aspect of the attack will do 0 damage and miss). *Few Swordsmen use this skill as an [[AoE]] levelling tool, such as how [[Bowling Bash]], [[Brandish Spear]], or [[Grand Cross]] are used. This skill is not recommended for the purpose of clearing out mobs of monsters. === PvP === *Magnum Break is useful for pushing players out of [[Pneuma]], as it position bugs them, unlike Bowling Bash or Brandish Spear, making it difficult for them to re-[[Pneuma]]. This is helpful for aiding long-range party members, or following up with an attack such as [[Clashing Spiral]] or [[Acid Bomb]]. *The Magnum Break buff is NOT an effective tool for bypassing Ghostring carded armor if your weapon is of Neutral element: it will add very little damage. [[Aspersio]], scrolls, endows, [[Enchant Poison]], or Cursed Water are far better methods. *Because statuses from cards or weapons can be transferred through Magnum Break, this skill can be a means of inflicting many players at once with statuses. While [[Brandish Spear]] has more range and thereby can inflict more people with statuses in precast lines, Mail Breakers and Sword Breakers can be used with Magnum Break. Although, [[Bowling Bash]] can also have more range when its "bowling" effect works. *Many [[Priest]]s or other classes also use Magnum Break in either [[PvP]] or [[WoE]] to inflict statuses, such as with a Wrench. {{Navbox Swordman}} {{Navbox SuperNovice}}
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