ID #700025
Weapon
Poenitentia Vatia [2]
Buy Price: N/A
Sell Price: N/A
A bow containing the pain of bereavement.
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ATK +10%
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Increases damage of Rhythm Shooting by 10%.
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For each 2 Refine Levels:
Increases damage of Severe Rainstorm by 3%.
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Refine Level +7:
Increases Ranged Physical Damage by 10%.
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Refine Level +9:
Increases damage of Severe Rainstorm by additional 30%.
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Refine Level +11:
Decreases Severe Rainstorm skill cooldown by 2 seconds.
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[Bonus by Grade]
[Grade D]: Damage of Rhythm Shooting +5%.
[Grade C]: Damage of Rhythm Shooting +8%, P.ATK +1.
[Grade B]: Damage of Rhythm Shooting +12%, CON +1.
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Type: Bow
Attack: 250
Weight: 100
Weapon Level: 5
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Requirement:
Base Level 230
Troubadour and Trouvere
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ATK +10%
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Increases damage of Rhythm Shooting by 10%.
_______________________
For each 2 Refine Levels:
Increases damage of Severe Rainstorm by 3%.
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Refine Level +7:
Increases Ranged Physical Damage by 10%.
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Refine Level +9:
Increases damage of Severe Rainstorm by additional 30%.
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Refine Level +11:
Decreases Severe Rainstorm skill cooldown by 2 seconds.
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[Bonus by Grade]
[Grade D]: Damage of Rhythm Shooting +5%.
[Grade C]: Damage of Rhythm Shooting +8%, P.ATK +1.
[Grade B]: Damage of Rhythm Shooting +12%, CON +1.
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Type: Bow
Attack: 250
Weight: 100
Weapon Level: 5
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Requirement:
Base Level 230
Troubadour and Trouvere
Equipment Reform
Available through the reform system Poenitentia_Hammer
- Blacksmith Blessing × 14
Available through the reform system Plus7_Refine_NPC
Basic Information
Type
Weapon
Weight
1000
Range
5
Acquisition method
Equipment reform
Job Requirements
Bard/Dancer
Yes
Requirements
Weapon Level
5
Min Level
230
Scripts
Script .@g = getenchantgrade(); .@r = getrefine(); bonus bAtkRate,10; bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",10; bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",3*(.@r/2); if (.@r>=7) { bonus bLongAtkRate,10; if (.@r>=9) { bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",30; if (.@r>=11) { bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-2000; } } } if (.@g >= ENCHANTGRADE_D) { bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",5; if (.@g >= ENCHANTGRADE_C) { bonus bPAtk,1; bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",8; if (.@g >= ENCHANTGRADE_B) { bonus bCon,1; bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",12; } } }
.@g = getenchantgrade();
.@r = getrefine();
bonus bAtkRate,10;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",10;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",3*(.@r/2);
if (.@r>=7) {
bonus bLongAtkRate,10;
if (.@r>=9) {
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",30;
if (.@r>=11) {
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-2000;
}
}
}
if (.@g >= ENCHANTGRADE_D) {
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",5;
if (.@g >= ENCHANTGRADE_C) {
bonus bPAtk,1;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",8;
if (.@g >= ENCHANTGRADE_B) {
bonus bCon,1;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",12;
}
}
}