.:Renewal Item Database:.
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Bacchus Armor-LT [1] [Body] Item ID# 450386 (Bacchus_Armor_LT) | |
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Type
Armor
Class
Armor
Buy
n/a
Sell
n/a
Weight
30 Defense
30 Required Lvl 150 Armor Lvl 2 Slot 1 | |
| Applicable Jobs | ![]() |
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| Description | Not Available [iRO Description] ATK +150 ------------------------ Every 2 refine level, ATK +15. Every 3 refine level, increases Round Trip/Dragon Tail/Slug Shoot/God's Hammer damage by 20%. ------------------------ When refined to +9 or higher, increases ranged physical attack by 15%. When refined to +11 or higher, increases physical attack damage to enemies of all races by 15%. When refined to +13 or higher, reduce global cooldown by 15%. ------------------------ Set Bonus: Bacchus Armor-LT Heart Hunter Card ATK +100�� increases physical damage to all class enemies (Normal/Boss Monsters) by 15%. ------------------------ Set Bonus: Bacchus Armor-LT Captain Ferlock Card ATK +100�� increases physical damage to all enemies class enemies (Normal/Boss Monsters) by 35%. ------------------------ [Grade Bonus] [Grade D] Enable to using True Sight Lv. 10 skill (buff is immediately removed after unequipped). Reduces Round Trip cooldown by 1 second. Reduces Slug Shot cooldown by 4 seconds. Reduces Dragon Tail cooldown by 2 seconds. Reduces God's Hammer cooldown by 5 seconds. Every 3 refine level, increases physical damage to enemies of all sizes by 4%. [Grade C] Every 3 refine level, increases Wild Fire/The Vigilant at Night/Spiral Shooting damage by 5%. [Grade B] Every 2 refine level, P.ATK +1. Every 3 refine level, increases physical damage to enemies of all sizes by 5%. [Grade A] Every 3 refine level, increases Wild Fire/The Vigilant at Night/Spiral Shooting damage by 5%. When refined to +13, increases long-range physical damage by 25%. ------------------------ Type: Armor Def: 30 Armor Level: 2 Required Level: 150 Class: All Jobs |
| Item Script |
expand to view script{ .@r = getrefine(); .@g = getenchantgrade(); bonus bBaseAtk,150+(15*(.@r/2)); bonus2 bSkillAtk,"RL_R_TRIP",20*(.@r/3); bonus2 bSkillAtk,"RL_D_TAIL",20*(.@r/3); bonus2 bSkillAtk,"RL_SLUGSHOT",20*(.@r/3); bonus2 bSkillAtk,"RL_HAMMER_OF_GOD",20*(.@r/3); if (.@r>=9) bonus bLongAtkRate,15; if (.@r>=11) bonus2 bAddRace,RC_All,15; if (.@r>=13) bonus bDelayrate,-15; if (.@g>=ENCHANTGRADE_D) { skill "SN_SIGHT",10; bonus2 bSkillCooldown,"RL_R_TRIP",-1000; bonus2 bSkillCooldown,"RL_SLUGSHOT",-4000; bonus2 bSkillCooldown,"RL_D_TAIL",-2000; bonus2 bSkillCooldown,"RL_HAMMER_OF_GOD",-5000; bonus2 bAddSize,Size_All,4*(.@r/3); } if (.@g>=ENCHANTGRADE_C) { bonus2 bSkillAtk,"NW_WILD_FIRE",5*(.@r/3); bonus2 bSkillAtk,"NW_THE_VIGILANTE_AT_NIGHT",5*(.@r/3); bonus2 bSkillAtk,"NW_SPIRAL_SHOOTING",5*(.@r/3); } if (.@g>=ENCHANTGRADE_B) { bonus bPAtk,.@r/2; bonus2 bAddSize,Size_All,5*(.@r/3); } if (.@g>=ENCHANTGRADE_A) { bonus2 bSkillAtk,"NW_WILD_FIRE",5*(.@r/3); bonus2 bSkillAtk,"NW_THE_VIGILANTE_AT_NIGHT",5*(.@r/3); bonus2 bSkillAtk,"NW_SPIRAL_SHOOTING",5*(.@r/3); if (.@r>=13) { bonus bLongAtkRate,25; } } },{},{ sc_end SC_SIGHT; } |
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