"Aurelion"

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** PASSIVES:
"ETERNAL NOON"
- every 5 attacks = 1 stack
- caps at 5 stacks
- 5/5 stack (or 25/25 attacks): "SOLSTICE"
- going past 5 stacks (or 26../25 attacks) greatly slows cooldowns and you take heavy damage overtime; but you still have the option to use SOLSTICE and reset stacks which has no debuffs
- Accretion's player shards are killed when they are 5.5 blocks near you while you are performing an ability and they get substituted by an ash particle

"CORONA"
- enhances the next ability used
- refills every 10 seconds
- enhanced abilities get a slightly shorter cooldown
- won't tick its refill timer if an ability is happening

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** ABILITIES:
W + RIGHT CLICK
"DYING STAR"
- iframes on conjure/windup
- conjure a mini-sun ontop of the player which stays stationary
- shoots solar flares toward the camera location of the player
- then stops shooting to move itself toward that location and explode upon contact with entity or terrain
- amount of flares shot is based on how many times the player can left click 


STAND STILL + RIGHT CLICK
"SOLSTICE"
- iframes on windup
- windup where left clicking decides which location an area will be affected based on raycast and can only mark a location up to 30 blocks away
- mark can only be placed on the ground
- then at the mark, create pillars of light surrounding a large area
- any entity who was in the cage are trapped
- starts pulling entities in the center
- after a brief moment when the pillars of light have converged, a devastating large aoe explosion happens which deals extremely high amounts of damage ignoring iframes during the explosion
to bypass totems


S + RIGHT CLICK / W/S + AIR + RIGHT CLICK
"SCORCHED PATH"
- iframes while teleporting
- create a mark and left click to tp to the mark's location with a max location of 40 blocks away; utilizes raycasting but doesn't show the straight line emitting from the player and only shows a tall vertical line when picking a spot for the marker
- marker can only be placed on a solid block
- after teleporting, perform a medium sized shockwave which damages nearby mobs



STAND STILL + AIR + (TAP/HOLD) RIGHT CLICK
"LUMINOUS BASK"
- iframes while holding
- cleanses status effect debuffs after use
- is a buff which has a duration that depends on how long the player holds The ability. automatically ends once held for more than 11s. 
- when holding you automatically get no gravity and feather falling 255, release and removes these 2
- having a CORONA ready skips to stage 3 regardless of how long its been held down

- three stages: 0s-3s/4s-7s/8s-11s
- pulses every 1s after release
-- stage 1 provides all buffs with minimal duration, 3 pulses
-- stage 2 procides all buffs with medium duration, 6 pulses
-- stage 3 provides all buffs with full duration, 9 pulses

- the buffs from pulses in order:
-- stage 1: saturation 0 > speed 0 (1min) > resistance 1 (1min) 

-- stage 2: saturation 1 > speed 1 (3min) > resistance 2 (3min) > regeneration 0 (3min) > saturation 0 > instant health 0

-- stage 3: instant health 1 > speed 2 (7min) > resistance 3 (7min) > instant health 0 > regeneration 1 (7min) > instant health 0 > saturation 0 > instant health 0 > saturation 0

- cooldown doesnt start until pulses stop
- gets replaced at max stacks


SNEAK + W + RIGHT CLICK
"RADIANT VEIL"
- conjures a micro-sun orbiting you 
- nearby entities are damaged overtime
- if a player looks at the caster the player takes medium no iframe damage until the micro-sun dissipates
- cooldown starts when the micro-sun dissipates
- abilties can be used directly after the conjuring


SNEAK + STAND STILL + RIGHT CLICK
"SEARING HEAVE"
- windup initially shows a raycast for 2s which when left clicked moves on to the first beam
- first beam deals medium damage and stuns entities
- when left clicked again after the first beam, shoot a secondary beam that deals extremely high damage and knocks them back
- each beam cast briefly locks the player's camera


SNEAK + S + RIGHT CLICK
"SOLAR ERUPTION"
- sends 5 pillars around you in a random location without nearby entities
- at their location, they immediately erupt and deals medium burst damage
- if an entity enters the radius they are targetted immediately and have an additional column spawned at them
- max of 5 additional entities can be targetted

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Legend;
template = part: (damage) (damage type) ([m]ulti/[s]ingle instance)


** ABILITY DAMAGE VALUES:
"DYING STAR"
- flare: [40 (entity), 2 (player)] bypass armor iframes [s]
- explosion: 1000 bypass armor iframes [s]

"SOLSTICE"
- explosion: 10000 bypass armor iframes [m]

"SCORCHED PATH"
- destination: 150 bypass armor iframes [s]
- shockwave: 15 bypass armor iframes [s]

"LUMINOUS BASK"
- this is a self-buff ability lmao

"RADIANT VEIL"
- 0..7 nearby: 4 bypass armor iframes [m]
- looking & their range;
8..15: 3 bypass armor iframes [m]
16..23: 2 bypass armor iframes [m]
24..31: 1 bypass armor iframes [m]

"SEARING HEAVE"
- beam 1 firing: 5 bypass armor iframes [m]
- beam 2 firing: 10 bypass armor iframes [m]

"SOLAR ERUPTION"
- pillar: 15 bypass armor iframes [s]

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Legend;
x ◇ y = x is the duration from the player, y is the duration from a marker
+ = contributes to the player duration
"time (x) to decide where the marker will be" = if <x for the decision duration, the player still has time to end it early by placing where the marker will be. once >x, decision duration stops and cancels the ability, preventing proc of the next part of the ability


** TICK TIMING:
"DYING STAR"
windup: 40t +
mini-sun life: 60t +
flare internal cooldown: 5t
maximum flares per mini-sun: 12
mini-sun travel time: 40t +
mini-sun explosion: 1t
+ duration: 140t

"SOLSTICE"
time to decide where the mark will be: 100t
cage formation: 60t + 
cage inward spiral: 100t + 
cage pause: 60t +
cage explosion: 1t
+ duration: 100t ◇ 220t

"SCORCHED PATH"
time to decide where the mark will be: 60t
teleport: 1t

"LUMINOUS BASK"
stage 1 hold: 60t [ pulse: 45t ] +
stage 2 hold: 60t [ pulse: 90t ] +
stage 3 hold: 60t [ pulse: 135t ] +
+ duration: 60t/120t/180t & 45t/90t/135t

"RADIANT VEIL"
windup: 10t +
lifespan: 400t +
+ duration: 10t ◇ 400t

"SEARING HEAVE"
windup (before raycast shows): 20t +
beam 1 use window: 60t +
beam 1 firing & victim stun duration: 35t +
beam 2 use window: 30t +
beam 2 firing: 35t +
+ duration: 180t

"SOLAR ERUPTION"
windup: none
total time pillars erupt around the player: 40t
pillar erupting: slightly faster than Erebus' Lapse attack
additional entity detection window: during that 40t

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Legend;
nor = normal variant
cor = corona variant


DYING STAR:
nor: EN = 0/1/2/3/4/5; 400t/460t/520t/600t/700t/840t
cor: EN = 0/1/2/3/4/5; 340t/390t/440t/510t/595t/714t
cor effects: windup skipped, flares deals 1.3x more damage, flare internal cooldown is now 1t, if there are other entities nearby an auto-aiming flare is sent towards them with a 2s interval, mini-sun explosion deals 1.5x more damage and 1.5x bigger aoe

SCORCHED PATH:
nor: EN = 0/1/2/3/4/5; 200t/220t/250t/280t/320t/380t
cor: EN = 0/1/2/3/4/5; 150t/165t/188t/210t/240t/285t
cor effects: shockwave deals 1.3x more damage

LUMINOUS BASK:
nor: EN = 0/1/2/3/4/5; 600t/680t/760t/860t/980t/1140t
cor: EN = 0/1/2/3/4/5; 540t/612t/684t/774t/882t/1026t
cor effects: is set to stage 3 regardless of tap or hold

RADIANT VEIL:
nor: EN = 0/1/2/3/4/5; 500t/560t/640t/720t/820t/960t
cor: EN = 0/1/2/3/4/5; 400t/448t/512t/576t/656t/768t
cor effects: micro-sun deals 1.2x more damage and does a shockwave pulse every 2s which clears out tnt or end crystal entities in a 40 block radius

SEARING HEAVE:
nor: EN = 0/1/2/3/4/5; 150t/170t/190t/220t/250t/300t
cor: EN = 0/1/2/3/4/5; 120t/136t/152t/176t/200t/240t
cor effects: windup removed, first beam automatically fires, second beam deals 2x more damage

SOLAR ERUPTION:
nor: EN = 0/1/2/3/4/5; 200t/220t/250t/280t/320t/380t
cor: EN = 0/1/2/3/4/5; 150t/165t/188t/210t/240t/285t
cor effects: more non-entity-targetting pillars come out and deals 1.2x more damage