ID #480349
Armor
Circulation of Life: Spring [1]
Buy Price: N/A
Sell Price: N/A
A manteau that amplifies the energy of spring according to the truth of the Circularity of Life.
True power awakens with the power of the constellations.
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POW +4, CON +4, Critical -20.
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For each 2 Refine Levels:
ATK +10
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For each 3 Refine Levels:
Increases Melee Physical Damage by 2%.
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Refine Level +7:
Decreases Variable Casting Time by 10%.
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Refine Level +9:
Increases Attack Speed (decreases After Attack Delay by 10%).
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Refine Level +11:
P.ATK +7
Decreases After Skill Delay by 10%.
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[Bonus by Grade]
[Grade D]: RES +25, MRES +25.
[Grade C]: ATK +10%, Melee Physical Damage +7%.
[Grade B]: POW +5, CON +5, P.ATK +7, DEF +50
[Grade A]: P.ATK +9, Physical Damage against enemies of every element +7%.
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Type: Garment
Defense: 80
Weight: 70
Armor Level: 2
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Requirement:
Base Level 250
True power awakens with the power of the constellations.
_______________________
POW +4, CON +4, Critical -20.
_______________________
For each 2 Refine Levels:
ATK +10
_______________________
For each 3 Refine Levels:
Increases Melee Physical Damage by 2%.
_______________________
Refine Level +7:
Decreases Variable Casting Time by 10%.
_______________________
Refine Level +9:
Increases Attack Speed (decreases After Attack Delay by 10%).
_______________________
Refine Level +11:
P.ATK +7
Decreases After Skill Delay by 10%.
_______________________
[Bonus by Grade]
[Grade D]: RES +25, MRES +25.
[Grade C]: ATK +10%, Melee Physical Damage +7%.
[Grade B]: POW +5, CON +5, P.ATK +7, DEF +50
[Grade A]: P.ATK +9, Physical Damage against enemies of every element +7%.
_______________________
Type: Garment
Defense: 80
Weight: 70
Armor Level: 2
_______________________
Requirement:
Base Level 250
Equipment Slots
Head (Top)
Head (Lower)
Left Hand
Garment
Accessory 1
Head (Mid)
Body Armor
Right Hand
Shoes
Accessory 2
Basic Information
Type
Armor
Weight
700
Defense
80
Requirements
Armor Level
2
Min Level
250
Scripts
Script .@g = getenchantgrade(); .@r = getrefine(); bonus bCritical,-20; bonus bPow,4; bonus bCon,4; bonus bBaseAtk,10*(.@r/2); bonus bShortAtkRate,2*(.@r/3); if (.@r>=7) { bonus bVariableCastrate,-10; if (.@r>=9) { bonus bAspdRate,10; if (.@r>=11) { bonus bDelayrate,-10; bonus bPAtk,7; } } } if (.@g>=ENCHANTGRADE_D) { bonus bMRes,25; bonus bRes,25; if (.@g>=ENCHANTGRADE_C) { bonus bShortAtkRate,7; bonus bAtkRate,10; if (.@g>=ENCHANTGRADE_B) { bonus bPAtk,7; bonus bDef,50; bonus bPow,5; bonus bCon,5; if (.@g>=ENCHANTGRADE_A) { bonus2 bAddEle,Ele_All,7; bonus bPAtk,9; } } } }
.@g = getenchantgrade();
.@r = getrefine();
bonus bCritical,-20;
bonus bPow,4;
bonus bCon,4;
bonus bBaseAtk,10*(.@r/2);
bonus bShortAtkRate,2*(.@r/3);
if (.@r>=7) {
bonus bVariableCastrate,-10;
if (.@r>=9) {
bonus bAspdRate,10;
if (.@r>=11) {
bonus bDelayrate,-10;
bonus bPAtk,7;
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bMRes,25;
bonus bRes,25;
if (.@g>=ENCHANTGRADE_C) {
bonus bShortAtkRate,7;
bonus bAtkRate,10;
if (.@g>=ENCHANTGRADE_B) {
bonus bPAtk,7;
bonus bDef,50;
bonus bPow,5;
bonus bCon,5;
if (.@g>=ENCHANTGRADE_A) {
bonus2 bAddEle,Ele_All,7;
bonus bPAtk,9;
}
}
}
}