Eternal Epoch

For the base version, see Epoch.
Eternal Epoch is the 2018 Epoch variant, enabled by equipping the Eternal Locket. It features an increased Momentum cap, along with an extra effect on Boost and Hex. While the 2018 Calendar is out of stock, it has since been reskinned with the following variant(s):
* Bardcore Epoch (2022)
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 140% 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.
*** -15X All (max 45).
*** 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 inclusive.
*** +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][, Mana]
** Generates 3 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 5% HoT.
*** Increases 'Mana Boost' for a 40 MP 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 3% HoT.
**** Due to being a HoT, it only heals the player 6 times.
*** 'Mana Boost' a 20 MP HoT.
**** Due to being a HoT, it only heals the player 6 times.
**** Scales off Health + All resistance.
* Attack
** 0 MP, 0 CD
** Heals the player for 15 MP.
** Generates 2 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.
*** 'Eternal Hex', -5 All and +5 Health.
* 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][, Eternal/Bard]
** Generates 3 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.
*** Doubles the duration of 'Eternal Hex', before increasing duration by 1.
* Timeshift
** 50 MP, 24 CD
** Requires at least 1 Momentum to use.
** Consumed momentum for X double turns.
** Consumes all Momentum.
** Grants 1 extra action each turn for each Momentum consumed, up to 12 extra actions at 12 Momentum (see Mechanics).
** Grants an extra action.
*** If Timeshift is used as the extra action on the final turn of a previous Timeshift, this allows the player to effectively make a third action on that turn.
* 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, 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). Generates 1 extra Momentum (2 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.
* Final
** 50 MP, 14 CD
** Consumes all Momentum.
** At 0 Momentum, attacks for 8 hits of 4.5% damage (36% total) with +200 Crit.
** At 1+ Momentum, attacks for 8 hits of 6.25X% damage (50X% total) with +200 Crit (max 600%).
** X is equal to consumed Momentum.
==Mechanics==
=== Momentum ===
* Eternal Epoch has a Momentum counter that starts at 0 and caps at 12.
* 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 ===
* Eternal Epoch can grant itself extra actions by using Timeshift, gaining 1 extra action per turn for each Momentum consumed. A turn where you take an extra action is also known as a double turn.
** X double turns remaining.
* Eternal Epoch can gain up to 12 extra actions every 12 turns, allowing it to permanently loop double turns.
* 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.
* Skipping a second action does not reduce the total number of extra actions given by Timeshift. You still get the number of extra actions equal to Momentum consumed, but they are all delayed a turn.
==Rotation==
Note: The number within the parentheses refers to how much momentum you have at the end of each turn of the rotation.
Setup: (Attack x6) or (Hex -> UHex -> Attack x4) or (Hex x3 -> UHex -> Attack x3)
=== General Rotation ===
# Shift + Blades (1)
# Combo + Combo (3)
# Combo + Attack (7)
# Boost + Boost (9)
# Boost + Boost (11)
# Slice + UBoost (11)
# Blades + Final/Blade of Legends (0)
# Combo + Combo (2)
# Combo + Gun (1)
# Blades + Combo (3)
# Combo + Combo (6)
# Attack + Attack (10)
# Attack + Shift ...
* If you want to gearswap the Final, you can replace Blades on turn 1 with Attack, allowing you to unleash a 12 Momentum Final as the first action of turn 7.
* If you set up with Attack x6, you can replace turn 2 and turn 3 with Hex + Hex -> Hex + UHex.
=== 10 Turn "Rotation" ===
The general idea behind this strategy is to take advantage of Ultra Boost and Ultra Hex having 19 CD, meaning they can be used every 10 turns instead of every 12 for greater survivability. A 12 Momentum Final can be sustained for the first 2 cycles, but subsequent cycles are unable to juggle the Momentum requirements for both Timeshift and Final.
# Shift + Blades (1)
# Combo + Combo (3)
# Combo + Attack (7)
# Boost + Boost (9)
# Boost + Boost (11)
# Slice + UBoost (11)
# Blades + Final/Blade of Legends (0)
# Combo + Combo (2)
# Combo + Multi (5) (breaking off from general rotation)
# Blades + Combo (7)
# Combo + Combo (10)
# Hex + Hex (12)
# Hex + Shift + UHex (3)
# Boost + Boost (5)
# Boost + Boost (7)
# Slice + UBoost (7)
# Blades + Combo (9)
# Combo + Combo (12)
# Final + Multi (1)
# Blades + Combo (3)
# Combo + Combo (6)
# Hex + Hex (8)
# Hex + UHex (12)
# Boost + Boost (12)
# Boost + Shift + Boost (1)
# Blades + UBoost (5)
# Slice + Combo (3)
# Combo + Combo (6)
# Attack + Final/Blade of Legends (0)
# Combo + Combo (2)
==Strategy==
Eternal Epoch is a straight upgrade from the original class, gaining an extra effect on Boost and Hex, along with being able to store an extra 3 Momentum. The extra Momentum cap is much more impactful than it might seem:
* A 12 Momentum Final deals even more burst damage.
* A 12 Momentum Timeshift gives enough double turns for Timeshift to have 100% uptime, so long as every Timeshift uses the full 12 Momentum.
However, as Momentum gain is unchanged over Base Epoch, EE runs into the same issue of the initial setup, except it has to survive one extra turn before it can get going, which is its only true weakness.
The rotations shown above are a great guideline for Momentum management while maximizing damage, but feel free to switch things around according to the fight. That being said, there's a fundamental tension between Ultra Boost and Final + Timeshift:
* Ultra Boost wants to be used every 10 turns to maximize uptime.
* Final wants to be used in the 4 turns after Ultra Boost to maximize damage. 
However, Timeshift is used every 12 turns, and Final cannot be used if you have less than 3 double turns left, as you won't have enough time to rebuild your spent Momentum. This means that optimal Eternal Epoch play requires trading off between the high burst damage of Final versus a higher Ultra Boost uptime.
INT/END is recommended due to how much damage Final can output, especially in conjunction with dragon buffs and gearswapping. DEX/END does slightly more in the long run, but loses in burst.
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