Dragonbyte Epoch

For the base version, see Epoch.
Dragonbyte Epoch is the 2021 Epoch variant, enabled by equipping the Draconic Glowtooth. The Draconic Glowtooth loses Timeshift and Final, along weakening Slice and Health Boost. In exchange, it grants extra double turns at the start of a fight, has on-demand double turns thanks to the reworked Final, and has greater overall frontloaded damage.
All Epochs use a special mechanic known as Momentum, which is generated by some skills and consumed to empower other skills.
==Skills==
* Chargeburst
** 30 MP, 0 CD
** Generates 1 Momentum.
** Attacks all enemies for 1 hit of 165% damage.
* Punch
** 30 MP, 18 CD
** Consumes up to 3 Momentum.
** Attacks for 1 hit of 150% damage.
** Inflicts 'Shattered' for (X + 1) turns, a stun.
** X is equal to consumed Momentum.
* Laser Slice
** 30 MP, 14 CD
** Consumes up to 3 Momentum.
** Attacks for 6 hits of 25% damage (150% total).
** At 0 Momentum, inflicts 'Sliced' for 5 turns inclusive.
*** -5 All.
** At 1+ Momentum, inflicts 'Sliced' for 5 turns inclusive.
*** -5X All (max 15).
*** X is equal to consumed Momentum.
* Laser Blades
** 25 MP, 5 CD
** Generates 1 Momentum.
** Attacks for 3 hits of 50% damage (150% total).
** Inflicts 'Bleeding' for 5 turns, a 66.7% weapon + stat damage DoT.
* Fade
** 30 MP, 9 CD
** Applies 'Fade Boost' for 1 turn.
*** +200 Melee/Pierce/Magic.
* Ultra Boost
** 35 MP, 19 CD
** Requires at least 1 Epoch Boost effect active to use. Cannot be used as the first action of a turn if Timeshift is active.
** Empowered: [Power][, Defense][, Aim][, Heal]
** Generates 1 Momentum.
** Increases the strength of any active Epoch Boost effects without modifying their durations:
*** Increases 'Power Boost' to +40 Boost.
*** Increases 'Defense Boost' to +80 Melee/Pierce/Magic.
*** Increases 'Aim Boost' to +100 Bonus.
*** Increases 'Health Boost' to a 2.5% HoT.
* Epoch Boost
** 20 MP, 0 CD (14 when all effects are applied)
** Generates 1 Momentum.
** Applies 1 of the following Epoch Boost effects for 7 turns inclusive. Always applies the earliest effect in the sequence that is not currently applied.
*** 'Power Boost', +20 Boost.
*** 'Defense Boost', +40 Melee/Pierce/Magic.
*** 'Aim Boost', +40 Bonus.
*** 'Health Boost', a 1.5% HoT.
**** Due to being a HoT, it only heals the player 6 times.
* Attack
** 0 MP, 0 CD
** Heals 15 MP.
** Generates 1 Momentum.
** Attacks for 1 hit of 100% damage.
* Epoch Hex
** 20 MP, 0 CD (14 when all effects are applied)
** Generates 1 Momentum.
** Inflicts 1 of the following Epoch Hex effects for the next 7 turns. Always inflicts the earliest effect in the sequence that is not currently inflicted.
*** 'Power Hex', -10 Boost.
*** 'Defense Hex', -50 Melee/Pierce/Magic.
*** 'Aim Hex', -25 Bonus.
* Ultra Hex
** 35 MP, 19 CD
** Requires at least 1 Epoch Hex effect active to use. Cannot be used as the first action of a turn if Timeshift is active.
** Concentrated: [Power][, Defense][, Aim]
** Generates 1 Momentum.
** Increases the strength of any currently active Epoch Hex effects. Increases each effect's duration by 1 turn, but disables it for the turn used:
*** Increases 'Power Hex' to -33 Boost.
*** Increases 'Defense Hex' to -75 Melee/Pierce/Magic.
*** Increases 'Aim Hex' to -50 Bonus.
* Overdrive
** 20 MP, 24 CD
** Overdrive! Boost increased, +3 momentum!
** Generates 3 Momentum.
** Applies 'Overdrive' for 2 turns inclusive.
*** +75 Boost.
* Combo
** 20 MP, 0 CD (2 if combo is finished or interrupted)
** Requires the player's last hit to connect for the first use only.
*** Combo sequence is broken if an attack is used in the middle of the combo, but using a non-attack skill will preserve the sequence. However, if the sequence was broken with a trinket/On-Demand attack skill skill, it will reset without going on cooldown.
** Generates 1 Momentum.
** 1st use: Attacks for 5 hits of 30% damage (150% total).
** 2nd use: Attacks for 5 hits of 40% damage (200% total).
** 3rd use: Attacks for 6 hits of 50% damage (300% total).
* Pierce
** 20 MP, 12 CD
** Consumes up to 3 Momentum.
** Attacks for 7 hits of 21.4% damage (150% total).
** At 0 Momentum, inflicts 'Pierced' for 4 turns inclusive.
*** +10 Health.
** At 1+ Momentum, inflicts 'Pierced' for 4 turns inclusive.
*** +20X Health (max 60).
*** X is equal to consumed Momentum.
* Gunburst
** 20 MP, 3 CD
** Consumes up to 3 Momentum.
** At 0 Momentum, attacks for 1 hit of 125% damage.
** At 1+ Momentum, attacks for 4X hits of 15% damage and 1 hit of 125% damage ((60X + 125)% total) (max 305%).
** X is equal to consumed Momentum.
* Hack
** 25 MP, 11 CD
** Generates 1 Momentum.
** Deals 4 hits of 71.25% damage (285% total) with +200 Crit.
** Grants 4 turns of extra actions (see Mechanics).
==Mechanics==
=== Momentum ===
* Dragonbyte Epoch has a Momentum counter that starts at 0 and caps at 9.
* Clicking the Momentum widget above the Attack button allows the player to check their current Momentum and the remaining extra actions.
** Momentum charged: X[, double turns remaining: Y]
* Using a potion will also generate 1 Momentum.
=== Extra Actions ===
* Dragonbyte Epoch can grant itself extra actions by using Hack, gaining 1 extra action per turn for 4 turns. A turn where you take an extra action is also known as a double turn.
** X double turns remaining.
* Dragonbyte Epoch starts fights with 2 extra actions.
**Let's get this started! 2 double turns.
* Dragonbyte Epoch can gain 4 extra actions every 8 turns, resulting in 4 turns of downtime where it can only perform 1 action per turn.
** Factoring in the initial 2 extra actions, if Hack is used immediately when a fight starts, Dragonbyte Epoch can get 10 extra actions before falling into 4 turns of downtime.
* Using a potion, trinket, or an On-Demand special as the first action will skip the second action for that turn.
** Using a potion, trinket, or an On-Demand special as the second action has no consequences.
* Defeating a monster as the first action will skip the second action for that turn.
** If using Chargeburst, you will retain your second action if the last enemy damaged is not killed.
==Rotation==
# Hack + Blades
# Boost + Boost
# Boost + Ultra
# Slice + Blades
# Combo + Combo
# Overdrive + Combo
# Hack + Gunburst
==Strategy==
For greater detail on the overall Epoch strategy, see Epoch.
Dragonbyte Epoch is thematically a more extreme take on Corrupted Doom Epoch, trading anything resembling long-term planning for frontloaded burst. To facilitate this, DBE starts each fight with two double turns, letting it stack damage very quickly. In addition, Timeshift is reworked to provide an extremely large Boost buff along with 3 Momentum, letting any of its Momentum-related skills be used at full power immediately after. Finally, Final has been reworked into Hack, a simple autocrit that doesn't consume any Momentum, and grants an additional 4 double turns immediately after being used. However, all this is not without heavy drawbacks:
* Just like Underworld Epoch, DBE has massively reduced Momentum gain, only gaining 1 per attack. However, because Timeshift and Final are reworked, Momentum does not need to be stockpiled, and can be used freely.
* Slice has been massively weakened, only lowering All by 5 per Momentum consumed, limiting the scalability of its burst.
* Health Boost is half as effective, greatly weakening survivability
* As Timeshift was reworked, Hack is the only way to gain double turns, giving DBE very sporadic double turns.
All in all, in exchange for the great opening burst rotation, DBE has the worst long-term staying power of any Epoch variant, due to having little to no tools available to stay alive inbetween uses of Hack, as Ultra Boost/Hex still have their massive cooldowns, which were balanced around having plentiful double turns.
Because of the frontloaded burst however, DBE is the best Epoch variant to use while questing, as it does not need any time at all setting up before it can get going:
* Against packs of mobs, DBE's buffed Chargeburst is the second strongest multi in the entire game, beaten out only by Chaosweaver with Gambit, and the blatantly overpowered DoomKnight V1.
* Against single mobs, it can just use its regular burst rotation to bring them down to size.
However, because of how double turns work, DBE struggles farming low HP mobs.
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