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Technique Balance

These values control the combat stats and behavior of every breathing technique. The raw file is kimetsucraft-techniques-common.toml in your server's config folder. Most values take effect immediately without a server restart.

All damage values are raw HP. Cooldowns are in ticks (20 ticks = 1 second). AP and DP refer to Attack Priority and Defense Priority as described in the Priority System.

In-game technique balance editor — Internal tab

First Form: Water Surface Slash

Parameter Default Description
minLevel 1 Minimum Water breath level required.
staminaCost 10.0 Stamina consumed on use.
cooldownTicks 120 (6s) Cooldown before reuse.
attackPriority 2 AP applied during the slash.
defensePriority 0 DP shield during cast.
damage 8.0 Base damage.
damagePerLevel 0.75 Extra damage per Dexterity point (max 12).
radius 4.0 blocks Target search radius.
halfAngle 90° Half-angle of frontal arc (90° = 180° total).
knockbackHorizontal 0.2 Horizontal knockback strength.
knockbackVertical 0.7 Vertical knockback strength.

Second Form: Surging Current

Parameter Default Description
minLevel 3 Minimum level required.
staminaCost 25.0 Stamina cost.
cooldownTicks 260 (13s) Cooldown.
attackPriority 3 AP during dash sweeps.
defensePriority 1 DP shield on cast.
iFramesDuration 4 ticks Invulnerability frames at dash start.
superArmorDuration 20 ticks Super armor duration after i-frames.
damage 4.0 Damage per hit during dash.
damagePerLevel 0.7 Extra damage per Dexterity point.
hitboxRadius 2.0 blocks Dash sweep capsule radius.
movementHorizontal 2.0 Horizontal dash strength (blocks/tick).
movementVertical 0.28 Vertical lift on cast.

Third Form: Water Wheel

Parameter Default Description
minLevel 5 Minimum level required.
staminaCost 21.0 Stamina cost.
cooldownTicks 260 (13s) Cooldown.
attackPriority 3 AP during disk hits.
defensePriority 1 DP shield during launch window.
damage 2.0 Damage per hit.
damagePerLevel 0.75 Extra damage per Dexterity point.
hitCount 7 Number of disk hits.
diskRadius 5.0 blocks Vertical disk radius.
stunDuration 2s Root + Silence duration applied to targets.
movementVertical 0.7 Initial lift added on cast.

Fourth Form: Drop Ripple Thrust

Parameter Default Description
minLevel 16 Minimum level required.
staminaCost 8.0 Stamina cost.
cooldownTicks 170 (8.5s) Cooldown.
attackPriority 4 AP — highest among early water forms.
defensePriority 2 DP shield during thrust.
damage 5.0 Base damage.
damagePerLevel 1.0 Extra damage per Dexterity point.

Fifth Form: Flowing Dance

Parameter Default Description
minLevel 10 Minimum level required.
staminaCost 18.0 Stamina cost.
cooldownTicks 180 (9s) Cooldown.
attackPriority 2 AP during hit cycles.
defensePriority 1 DP shield during movement.
damage 6.0 Damage per hit.
damagePerLevel 0.6 Extra damage per Dexterity point.
hitRadius 3.5 blocks Target search radius.
halfAngle 90° Frontal arc half-angle.
knockback 0.8 Horizontal knockback on targets.
movementHorizontal 1.0 Forward push per cycle.

Sixth Form: Whirlpool

Parameter Default Description
minLevel 24 Minimum level required.
staminaCost 35.0 Stamina cost.
cooldownTicks 400 (20s) Cooldown.
attackPriority 1 Low AP — not a clash winner.
defensePriority 3 Strong DP shield while active.
durationTicks 70 (3.5s) Duration of the whirlpool effect.
damage 2.0 Damage per pulse.
damagePerLevel 0.4 Extra damage per Dexterity point.
radius 4.5 blocks Pull radius around the player.
pullStrength 0.5 Horizontal pull toward player per pulse.
lift 0.2 Vertical lift applied to targets per pulse.
speedPenalty −50% Movement speed penalty on the caster while active.

Seventh Form: Constant Flux

Parameter Default Description
minLevel 37 Minimum level required.
staminaCost 60.0 Stamina cost.
cooldownTicks 640 (32s) Cooldown.
attackPriority 3 AP during hits.
defensePriority 2 DP shield during warmup and dash.
dashDamage 6.0 Damage per hit during the dash phase.
launchDamage 2.0 Damage when enemies are launched.
slamDamage 12.0 Damage on slam impact.
secondaryDamage 6.0 Damage to targets in the secondary hit window.
damagePerLevel 0.5/pt Extra damage per Dexterity point (applied to all phases).

Eighth Form: Dead Calm

Parameter Default Description
minLevel 50 Minimum level required.
staminaCost 95.0 Stamina cost.
cooldownTicks 1040 (52s) Cooldown.
attackPriority 5 Highest AP.
defensePriority 5 Highest DP — maximum defensive shield during stance.
defenseDuration 63 ticks (3.15s) Duration of the DP shield.
damage 7.0 Damage per counter-attack pulse.
damagePerLevel 0.6 Extra damage per Dexterity point.

First Form: Blazing Chain

Parameter Default Description
minLevel 1 Minimum Flame breath level required.
staminaCostPerPhase 8.0 Stamina cost per chain phase.
baseCooldownTicks 140 (7s) Base cooldown for one phase.
cooldownPerPhaseTicks 140 Extra cooldown added per phase used.
attackPriority 3 AP during combo hits.
defensePriority 2 DP shield during dashes.
maxPhases 5 Maximum number of chain phases.
phaseWindowTicks 100 (5s) Time window to continue the chain after a phase.
damagePerHit 4.0 Base damage per chain hit.
damagePerLevel 0.4 Extra damage per Dexterity point.

Second Form: Unknowing Fire

Parameter Default Description
minLevel 3 Minimum level required.
staminaCost 16.0 Stamina cost.
cooldownTicks 200 (10s) Cooldown.
attackPriority 3 AP during dash sweeps.
defensePriority 1 DP shield on cast.
damage 6.0 Base damage per hit.
damagePerLevel 0.9 Extra damage per Dexterity point.
dashStrength 1.33 Horizontal dash strength.
dashVerticalLift 0.2 Vertical lift on dash.
hitboxRadius 1.8 blocks Dash sweep hitbox radius.

Third Form: Ember Guard

Parameter Default Description
minLevel 5 Minimum level required.
staminaCost 15.0 Stamina cost.
cooldownTicks 220 (11s) Cooldown.
attackPriority 3 AP for counterattack.
defensePriority 5 Highest DP — maximum shield during parry window.
parryWindowTicks 20 (1s) Duration of the parry window.
invulnerabilityTicks 20 (1s) I-frames granted on successful parry.
counterDamage 4.0 Base counterattack damage.
counterDamagePerLevel 0.6/pt Extra counter damage per Dexterity point.
counterRadius 3.0 blocks Radius of the fire burst on successful parry.
counterBurnSeconds 5s Burn duration applied to enemies.
passiveStacksOnSuccess 2 Battle Aura stacks gained on successful parry.
failRootSilenceTicks 40 (2s) Root + Silence applied to the caster on failed parry.

Fourth Form: Rising Scorching Sun

Parameter Default Description
minLevel 10 Minimum level required.
staminaCost 12.0 Stamina cost.
cooldownTicks 240 (12s) Cooldown.
attackPriority 3 AP during slash.
defensePriority 1 DP shield during cast.
damage 5.0 Base damage.
damagePerLevel 0.8 Extra damage per Dexterity point.
radius 4 Target search radius.
halfAngle 70° Frontal arc half-angle.
launchStrength 1.1 Vertical launch strength.
silenceTicks 30 (1.5s) Silence duration applied on hit.

Fifth Form: Blazing Universe

Parameter Default Description
minLevel 16 Minimum level required.
staminaCost 28.0 Stamina cost.
cooldownTicks 360 (18s) Cooldown.
attackPriority 4 High AP — strong punish tool.
defensePriority 2 DP during jump and descent.
damage 10.0 Impact damage.
damagePerLevel 1.1 Extra damage per Dexterity point.
impactRadius 3.5 Ground impact damage radius.
rootSilenceTicks 40 (2s) Root + Silence duration on impact.
burnSeconds 5s Burn duration applied on hit.

Sixth Form: Blooming Undulation

Parameter Default Description
minLevel 24 Minimum level required.
staminaCost 22.0 Stamina cost.
cooldownTicks 280 (14s) Cooldown.
attackPriority 2 Low AP — not for clashing.
defensePriority 3 Good DP during animation.
damage 4.0 Base damage.
damagePerLevel 0.6 Extra damage per Dexterity point.
coneLength 6.3 blocks How far the cone reaches.
sweepTicks 10 (0.5s) Time for the wavefront to travel full length.
burnSeconds 5s Burn duration applied on hit.

Seventh Form: Flame Tiger

Parameter Default Description
minLevel 37 Minimum level required.
staminaCost 35.0 Stamina cost.
cooldownTicks 400 (20s) Cooldown.
attackPriority 3 AP during travel and explosion.
defensePriority 0 No DP — caster is exposed while casting.
travelDamage 3.0 Damage to enemies hit during projectile travel.
explosionDamage 8.0 Damage on explosion.
damagePerLevel 0.7 Extra damage per Dexterity point.
speed 0.7 blocks/tick Projectile speed.
maxDistance 30 blocks Maximum travel distance before explosion.
explosionRadius 4.0 blocks Explosion area of effect.
burnSeconds 5s Burn duration applied on explosion hit.

Eighth Form: Rengoku

Parameter Default Description
minLevel 50 Minimum level required.
staminaCost 80.0 Stamina cost.
cooldownTicks 600 (30s) Cooldown.
attackPriority 5 Highest AP.
defensePriority 4 High DP during charge and dash.
chargeMinTicks 20 (1s) Minimum charge time. Below this, the technique cancels.
chargeMaxTicks 60 (3s) Maximum charge time. Charging beyond this has no effect.
dragonDamagePerTick 1.5 HP/tick Damage dealt per tick to enemies inside the dragon.
damagePerLevel 0.1 Extra damage per Dexterity point.
baseExplosionDamage 15.0 Explosion damage at minimum charge.
chargedExplosionMultiplier ×2.0 Explosion damage multiplier at maximum charge.
explosionRadius 6.0 blocks Explosion area of effect.
explosionBurnSeconds 8s Burn duration on explosion hit.
fireBlockDuration 60 ticks (3s) Duration of temporary fire blocks placed on ground. Set to 0 to disable.

Passive Settings

Parameter Default Description
markMaxLevel 5 Maximum Thunder Marks on one target.
markBonusPerLevel 0.20 Consumer damage bonus per mark.
markTimerTicks 200 (10s) Mark duration, refreshed whenever another mark is applied.
paralysisDurationTicks 60 (3s) Paralysis caused by consuming maximum marks.
paralysisImmunityTicks 40 (2s) Immunity after Paralysis ends.
baseStaminaRegenBonusFactor 0.20 (+20%) Bonus applied only to base stamina regeneration.

Passive path: techniques.thunder.passive. The form paths below are also in the technique TOML file. See Thunder Breathing for how each form plays.

First Form: Thunderclap and Flash

Path: techniques.thunder.thunderclapAndFlash.balance

Parameter Default Description
minLevel 1 Minimum player level.
cooldownTicks 20 (1s) Cooldown in ticks (20 = 1 second).
attackPriority 3 Attack priority for every combo hit.
defensePriority 0 Defense priority during the anchored combo.
damage 5 Base damage; per slash for Rice Spirit.
damagePerLevel 0.4 Extra damage per Dexterity point.
staminaBaseCost 12 Base stamina cost for the first cast in a chain.
staminaChainMultiplier 1.5 Stamina multiplier applied for each successive cast in the chain.
initialChargeTicks 30 (1.5s) Charge required to start a new chain in ticks (30 = 1.5 seconds).
fireWindowTicks 40 (2s) Release within this window after charging to fire.
chainWindowTicks 40 (2s) Time after each successful cast before the chain breaks (40 = 2 seconds).
maxDistance 15 Maximum teleport distance in blocks.

Second Form: Rice Spirit

Path: techniques.thunder.riceSpirit.balance

Parameter Default Description
minLevel 3 Minimum player level.
staminaCost 15 Stamina cost.
cooldownTicks 160 (8s) Cooldown in ticks (20 = 1 second).
attackPriority 2 Attack priority for every combo hit.
defensePriority 0 Defense priority during the anchored combo.
damage 2.4 Base damage; per slash for Rice Spirit.
damagePerLevel 0.3 Extra damage per Dexterity point.
hitCount 5 Number of rapid hits.
hitIntervalTicks 6 (0.3s) Ticks between consecutive hits (6 = 0.3 seconds).
radius 3.8 Hit radius in blocks.
halfAngleDeg 45 Half-angle of the frontal hit arc in degrees.

Third Form: Thunder Swarm

Path: techniques.thunder.thunderSwarm.balance

Parameter Default Description
minLevel 10 Minimum player level.
staminaCost 24 Stamina cost.
cooldownTicks 240 (12s) Cooldown in ticks (20 = 1 second).
attackPriority 2 Attack priority for every combo hit.
defensePriority 0 Defense priority during the anchored combo.
damage 6 Base damage; per slash for Rice Spirit.
damagePerLevel 0.5 Extra damage per Dexterity point.
radius 5 Hit radius in blocks.

Fourth Form: Distant Thunder

Path: techniques.thunder.distantThunder.balance

Parameter Default Description
minLevel 16 Minimum player level.
staminaCost 35 Stamina cost.
cooldownTicks 320 (16s) Cooldown in ticks (20 = 1 second).
attackPriority 3 Attack priority for every combo hit.
damage 5 Base damage; per slash for Rice Spirit.
damagePerLevel 0.4 Extra damage per Dexterity point.
travelSpeed 3 Movement speed in blocks per server tick while following the route. The value is captured when the technique starts; active casts keep their original speed.
segmentCount 8 Number of alternating left/right route segments. With equal left and right angles the symmetric route returns to its original forward axis.
leftAngleDegrees 75 Angle in degrees of left-pointing route segments relative to the original horizontal facing. Must stay below 90 degrees so every segment continues moving forward.
rightAngleDegrees 75 Angle in degrees of right-pointing route segments relative to the original horizontal facing. Must stay below 90 degrees so every segment continues moving forward.
forwardDistancePerSegment 16 Approximate horizontal distance in blocks between consecutive zigzag vertices. The first and last legs use half of it so the route stays centered on the aim axis.
hitRadius 2 Contact radius in blocks.
maxRise 2.5 Maximum upward terrain step in blocks the zigzag can climb at once; taller rises stop the dash.
maxDrop 2.5 Maximum downward terrain step in blocks the zigzag follows; deeper drops stop the dash.

Fifth Form: Heat Lightning

Path: techniques.thunder.heatLightning.balance

Parameter Default Description
minLevel 24 Minimum player level.
staminaCost 26 Stamina cost.
cooldownTicks 240 (12s) Cooldown in ticks (20 = 1 second).
attackPriority 4 Attack priority for every combo hit.
defensePriority 0 Defense priority during the anchored combo.
damage 13 Base damage; per slash for Rice Spirit.
damagePerLevel 0.9 Extra damage per Dexterity point.
radius 2.5 Hit radius in blocks.
halfAngleDeg 90 Half-angle of the frontal hit arc in degrees.
windupTicks 9 (0.45s) Wind-up before the first hit or effect.
paralysisTicks 100 (5s) Heat Lightning Paralysis duration after consuming maximum Thunder Marks.
totalLiftBlocks 9 Total maximum-mark lift height, clamped below solid ceilings.
pulseCount 10 Number of electric damage pulses distributed across Heat Lightning Paralysis.
pulseDamageMultiplier 2 Total pulse damage as a multiplier of the calculated base hit damage.

Sixth Form: Rumble and Flash

Path: techniques.thunder.rumbleAndFlash.balance

Parameter Default Description
minLevel 37 Minimum player level.
staminaCost 20 Stamina cost.
cooldownTicks 240 (12s) Cooldown in ticks (20 = 1 second).
attackPriority 3 Attack priority for every combo hit.
defensePriority 0 Defense priority during the anchored combo.
damage 7 Base damage; per slash for Rice Spirit.
damagePerLevel 0.6 Extra damage per Dexterity point.
maxRange 28 Maximum targeting range in blocks.
strikeDelayTicks 10 (0.5s) Ticks before the initial strike.
impactRadius 3 Initial impact radius in blocks.
jumpRadius 20 Maximum distance between jump targets.
jumpIntervalTicks 4 (0.2s) Ticks between chain jumps (4 = 0.2 seconds).
jumpDamageFactor 1.5 Damage multiplier applied to chain jumps.

Seventh Form: Honoikazuchi no Kami

Path: techniques.thunder.honoikazuchi.balance

Parameter Default Description
minLevel 45 Minimum player level.
staminaCost 70 Stamina cost.
cooldownTicks 600 (30s) Cooldown in ticks (20 = 1 second).
attackPriority 5 Attack priority for every combo hit.
defensePriority 2 Defense priority during the anchored combo.
damage 22 Base damage; per slash for Rice Spirit.
damagePerLevel 1.3 Extra damage per Dexterity point.
dashDistance 35 Maximum validated charge distance in blocks.
windupTicks 12 (0.6s) Wind-up before the first hit or effect.
dragonDelayTicks 10 (0.5s) Ticks between the end of the charge and the dragon leaving the origin.
stunBaseTicks 30 (1.5s) Stun applied to everything the charge crosses, with no thunder marks.
stunTicksPerMark 6 Extra stun ticks per thunder mark the target carried when the charge hit it.

Eighth Form: Thunder Sixfold

Path: techniques.thunder.sixfold.balance

Parameter Default Description
minLevel 50 Minimum player level.
staminaCost 90 Stamina cost.
cooldownTicks 900 (45s) Cooldown in ticks (20 = 1 second).
attackPriority 5 Attack priority for every combo hit.
defensePriority 3 Defense priority during the anchored combo.
captureDamage 6 Initial charge damage, without a mark multiplier.
captureDamagePerLevel 0.2 Additional capture damage per DEXTERITY point.
chargeDistance 8 Maximum validated charge distance in blocks.
baseFlashes 5 Afterimage strikes before the closing blow; marks do not add strikes.
flashDamage 3.5 Base damage dealt by each combo flash.
flashDamagePerLevel 0.3 Additional flash damage per DEXTERITY point.
flashMarkBonusFactor 0.875 Fraction of the passive mark bonus applied to afterimages.
closureDamage 10 Base closure damage before Thunder Mark scaling.
closureDamagePerLevel 0.2 Additional closure damage per DEXTERITY point before Thunder Mark scaling.