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Finishing Move
One of Dancer's core mechanics, Finishing Moves are a stacking buff earned by successfully performing Steps against an enemy. They are consumed in order to perform Flourishes.
Initially, up to 5 Finishing Moves can be held at once. Dancer's 100 and 1200 Job Point gifts each raise the maximum by 2, ultimately allowing up to 9 Finishing Moves to be held.
Each successful Step grants 1 Finishing Move as a base value, which can be increased additively in several ways.
- Main job Dancers gain +1 Finishing Move if the enemy's Daze effect associated with the Step used was not already at the maximum level.
- Having the Presto buff active grants +4 Finishing Moves if the enemy's Daze effect associated with the Step used was not already at the maximum level.
- Having Terpsichore equipped in the main hand grants +1 Finishing Move.
Using No Foot Rise instantly grants a number of Finishing Moves equal to its merit level.
Some Flourishes have varying effects depending on how many Finishing Moves are held at the time of activation. See individual ability pages for details. Flourishes which have variable Finishing Moves costs will always consume the largest number available, which makes the order of activation strategically important.
The Finishing Move buff has a 2-hour duration which is refreshed any time a Finishing Move is earned or spent. Finishing Moves cannot be dispelled , but are lost when zoning.