Flush Detecting Staff [2]
#640035 · F_Ein_BHSTAFF · Flush Detecting Staff
Sem descrição em português ainda.
Efeito no renewal
- Arma não quebra
- ATQM +10%
- +20% de dano de Destructive Hurricane
- +20% de dano de Crimson Arrow
- +20% de dano de Crimson Arrow Attack
- +20% de dano de Storm Cannon
- +20% de dano de All Bloom
- +20% de dano de All Bloom Attack
- +20% de dano de All Bloom Attack 2
- ATQM +90
- +20% de dano mágico contra tamanho todos os tamanhos
- +10% de dano de Destructive Hurricane
- +10% de dano de Crimson Arrow
- +10% de dano de Crimson Arrow Attack
- +10% de dano de Storm Cannon
- +10% de dano de All Bloom
- +10% de dano de All Bloom Attack
- +10% de dano de All Bloom Attack 2
- Atraso pós-conjuração -15%
- +10% de dano de Destructive Hurricane
- +10% de dano de Crimson Arrow
- +10% de dano de Crimson Arrow Attack
- +10% de dano de Storm Cannon
- +10% de dano de All Bloom
- +10% de dano de All Bloom Attack
- +10% de dano de All Bloom Attack 2
- +10% de dano de Destructive Hurricane
- +10% de dano de Crimson Arrow
- +10% de dano de Crimson Arrow Attack
- +10% de dano de Storm Cannon
- +10% de dano de All Bloom
- +10% de dano de All Bloom Attack
- +10% de dano de All Bloom Attack 2
- +10% de dano mágico contra todos os elementos
- +10% de dano de Destructive Hurricane
- +10% de dano de Crimson Arrow
- +10% de dano de Crimson Arrow Attack
- +10% de dano de Storm Cannon
- +10% de dano de All Bloom
- +10% de dano de All Bloom Attack
- +10% de dano de All Bloom Attack 2
Parte do efeito depende de condições (refino, classe, nível…). Veja o script completo.
12 efeito(s) sem tradução automática: veja o script.
Dropado por · taxa 1x
Nenhum monstro dropa este item.
Informações
| Tipo | Cajado de duas mãos |
|---|---|
| Peso | 120 |
| Ataque | 180 |
| Ataque mágico | 350 |
| Nível da arma | 5 |
| Slots | 2 |
| Nível necessário | 250 |
| Equipa em | Duas mãos |
| Refinável | Sim |
Classes: Bruxo
Script (rAthena)
.@g = getenchantgrade();
.@r = getrefine();
bonus bUnbreakableWeapon;
bonus bMatkRate,10;
bonus2 bSkillAtk,"AG_DESTRUCTIVE_HURRICANE",20;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW",20;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW_ATK",20;
bonus2 bSkillAtk,"AG_STORM_CANNON",20;
bonus2 bSkillAtk,"AG_ALL_BLOOM",20;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK",20;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK2",20;
if (.@r>=7) {
bonus bVariableCastrate,-15;
bonus bMatk,90;
if (.@r>=9) {
bonus2 bMagicAtkEle,Ele_Fire,15;
bonus2 bMagicAtkEle,Ele_Wind,15;
bonus2 bMagicAddSize,Size_All,20;
bonus2 bSkillAtk,"AG_DESTRUCTIVE_HURRICANE",10;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW",10;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW_ATK",10;
bonus2 bSkillAtk,"AG_STORM_CANNON",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK2",10;
bonus2 bSkillUseSP,"AG_DESTRUCTIVE_HURRICANE",-25;
bonus2 bSkillUseSP,"AG_CRIMSON_ARROW",-25;
bonus2 bSkillUseSP,"AG_STORM_CANNON",-25;
bonus2 bSkillUseSP,"AG_ALL_BLOOM",-25;
if (.@r>=11) {
bonus bDelayrate,-15;
bonus2 bSkillAtk,"AG_DESTRUCTIVE_HURRICANE",10;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW",10;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW_ATK",10;
bonus2 bSkillAtk,"AG_STORM_CANNON",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK2",10;
bonus2 bSkillUseSP,"AG_DESTRUCTIVE_HURRICANE",-25;
bonus2 bSkillUseSP,"AG_CRIMSON_ARROW",-25;
bonus2 bSkillUseSP,"AG_STORM_CANNON",-25;
bonus2 bSkillUseSP,"AG_ALL_BLOOM",-25;
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bSMatk,10;
if (.@g>=ENCHANTGRADE_C) {
bonus2 bSkillAtk,"AG_DESTRUCTIVE_HURRICANE",10;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW",10;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW_ATK",10;
bonus2 bSkillAtk,"AG_STORM_CANNON",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK2",10;
if (.@g>=ENCHANTGRADE_B) {
bonus2 bMagicAddEle,Ele_All,10;
if (.@g>=ENCHANTGRADE_A) {
bonus2 bSkillAtk,"AG_DESTRUCTIVE_HURRICANE",10;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW",10;
bonus2 bSkillAtk,"AG_CRIMSON_ARROW_ATK",10;
bonus2 bSkillAtk,"AG_STORM_CANNON",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK",10;
bonus2 bSkillAtk,"AG_ALL_BLOOM_ATK2",10;
}
}
}
}