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ID #840008 Weapon

Golden Lord Launcher-LT [2]

Buy Price: N/A Sell Price: N/A
An improved version of the grenade launcher made of gold used by those who have reached the level of a gunmaster who can handle all guns skillfully.
Resonates with Hero's Boots-LT.
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Indestructible in battle
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Base Level at least 210:
POW +2, P.ATK +1.
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For each 2 Refine Levels:
ATK +15
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For each 3 Refine Levels:
Increases Ranged Physical Damage by 4%.
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Refine Level +7:
Increases damage of Dragon Tail by 20%.
Decreases Dragon Tail skill cooldown by 1 second.
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Refine Level +9:
Increases damage of Round Trip by additional 35%.
Increases Ranged Physical Damage by additional 15%.
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Refine Level +11:
Increases Physical Damage against enemies of every element by 15%.
Increases Physical Damage against enemies of every size by 15%.
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When equipped with Hero's Boots-LT:
ATK +10%, P.ATK +2.
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[Bonus by Grade]
[Grade D]: ATK +3%
[Grade C]: Ranged Physical Damage +15%. P.ATK +1
[Grade B]: POW +3, P.ATK +2.
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Type: Grenade Launcher
Attack: 350
Weight: 240
Weapon Level: 5
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Requirement:
Base Level 190
Rebellion classes

Equipment Reform

Available through the reform system Hero_Weapon_Hammer_6

Available through the reform system Plus7_Refine_NPC

Basic Information

Weapon
2400
9
Equipment reform

Job Requirements

Yes

Requirements

5
190

Scripts

.@g = getenchantgrade(); .@r = getrefine(); bonus bUnbreakableWeapon; if (BaseLevel>=210) { bonus bPAtk,1; bonus bPow,2; } if (.@r>=7) { bonus2 bSkillCooldown,"RL_D_TAIL",-1000; bonus2 bSkillAtk,"RL_D_TAIL",20; if (.@r>=9) { bonus bLongAtkRate,15; bonus2 bSkillAtk,"RL_D_TAIL",35; if (.@r>=11) { bonus2 bAddSize,Size_All,15; bonus2 bAddEle,Ele_All,15; } } } if (.@g >= ENCHANTGRADE_D) { bonus bAtkRate,3; if (.@g >= ENCHANTGRADE_C) { bonus bLongAtkRate,15; bonus bPAtk,1; if (.@g >= ENCHANTGRADE_B) { bonus bPAtk,2; bonus bPow,3; } } } bonus bBaseAtk,15*(.@r/2); bonus bLongAtkRate,4*(.@r/3);
.@g = getenchantgrade();
.@r = getrefine();
bonus bUnbreakableWeapon;
if (BaseLevel>=210) {
   bonus bPAtk,1;
   bonus bPow,2;
}
if (.@r>=7) {
   bonus2 bSkillCooldown,"RL_D_TAIL",-1000;
   bonus2 bSkillAtk,"RL_D_TAIL",20;
   if (.@r>=9) {
      bonus bLongAtkRate,15;
      bonus2 bSkillAtk,"RL_D_TAIL",35;
      if (.@r>=11) {
         bonus2 bAddSize,Size_All,15;
         bonus2 bAddEle,Ele_All,15;
      }
   }
}
if (.@g >= ENCHANTGRADE_D) {
   bonus bAtkRate,3;
   if (.@g >= ENCHANTGRADE_C) {
      bonus bLongAtkRate,15;
      bonus bPAtk,1;
      if (.@g >= ENCHANTGRADE_B) {
         bonus bPAtk,2;
         bonus bPow,3;
      }
   }
}
bonus bBaseAtk,15*(.@r/2);
bonus bLongAtkRate,4*(.@r/3);
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