Finisher

Finisher attacks have custom animations and deal a very high amount of damage. For the available types of finishers see below.

Melee 2.0
 * Heavier weapons tend to perform this action slower than lighter weapons.
 * Players performing finishers are immune to any kind of damage for the duration of the animation.
 * As the weapon's total damage is accounted for, equipped mods (including critical chance and critical damage mods) will also affect the finisher's final damage.
 * Additionally Finisher attack damage is dependent on the type of melee weapon used and can be increased by as well as several Ability Augments (e.g. Excalibur's ).
 * ,, and the weapon type have an influence on the Finisher animation speed while  and the weapon's base attack speed do not.
 * Examples of finisher moves can be found in the gallery page.
 * Damage bonus from finishers, stealth and critical hits stack additively with each other, as per the formula:

Ground Finisher
Execute knocked-down enemies. This attack is performed upon moving close to a downed opponent, aiming your crosshair at the target and pressing the melee attack button. This will not work on most bosses. This attack often will initiate even when not looking down at an enemy, but when contacting an enemy who has been knocked down.
 * Ground Finishers do not inflict True Damage, but rather retain their damage spread as normal.

Stealth Attack
Unalerted enemies will present a prompt for a Stealth attack upon nearing them from behind.
 * Often called "Stealth Finisher" to differentiate from normal attacks with the stealth damage bonus.
 * Stealth Attacks have their damage completely converted to True Damage.
 * Different weapon types gain different damage multipliers:
 * 3.0x Weapon Multiplier for Daggers, Dual Daggers, Polearms, and Staves.
 * 6.0x Weapon Multiplier for Hammers.
 * 4.0x Weapon Multiplier for all other weapon types.
 * Special enemies, such as Targets and Wardens, receive extra damage from stealth attacks.

Front- / Back-Finisher
Through certain abilities and attacks even alerted enemies can be made vulnerable to finisher attacks. Without a prompt the player can perform a finisher on the enemy, if close enough.
 * When performed from the front a different finisher-animation will be used.
 * Depending on the ability enemies in this stunned, vulnerable state may also take increased damage through the stealth damage bonus and grant more affinity accordingly.
 * Even, if the enemy stays in a stunned or blinded state after the finisher, it can be used only once before recasting.
 * Damage conditions are the same as with Stealth Finishers.
 * While most melee weapons require a specific stance to be able to open enemies to finishers, sparring weapons can achieve this with their charge attack.
 * Ways to open enemies to Front- / Back-Finishers include:

Counter
When parrying, activating Channeling just before an enemy strikes the player with a melee attack, there is a chance to stagger them with a Counterattack.
 * The mod gives a chance to automatically perform a counterattack against enemies while blocking with Channeling, reducing the need to time Channeling while parrying to perform a finisher.