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Mad Bunny Backpack [1]   [Garment]   Item ID# 480372 (Giant_Mad_Bunny_TW)
Type
Armor
Class
Garment
Buy
n/a
Sell
n/a
Weight
20
Required Lvl
100
Armor Lvl
1
Slot
1
Applicable Jobs
Every Job
Description
Not Available

[iRO Description]
A giant bunny modeled after the doll that Piamette always carries around.
It certainly looks more menacing than its costume counterpart.
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Reduce damage taken from Neutral property attacks by 10%.
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For every 2 refine level, ATK + 10, MATK + 10.
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For every 3 refine level, POW + 2, CON + 2, SPL + 2.
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When refined to +7 or higher, ATK + 10%, MATK + 10%.
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When refined to +9 or higher, increase melee, long-range physical, and all property magic damage by 12%.
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When refined to +11 or higher, reduce After Cast Delay by 10%.
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When refined to +13 or higher, increase physical damage against all race enemies by 15%.
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Set Bonus:
Giant Mad Bunny [1]
Mad Bunny Special
OR
Mad Bunny Special [1]

Increase physical and magic damage against Boss class enemies by 10%.

When performing physical or magic attack, there's a 1% chance to tranform into Piamette for 7 seconds.
During transformation, for every 2 level of total refine level of Garment and Shield, ATK + 20, MATK + 20.
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Set Bonus:
Giant Mad Bunny [1]
Mad Bunny-LT [1]

Increase physical and magic damage against Boss class enemies by 15%.

When performing physical or magic attack, there's a 2% chance to tranform into Piamette for 7 seconds.
During transformation, increase physical and magic damage against Boss class enemies by 2%,
for every 3 level of total refine level of Garment and Shield, ATK + 30, MATK + 30.

When Shield grade is B or higher, increase the chance of transformation by additional 1%.
When Shield grade is A, increase the chance of transformation by additional 1%.
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Type : Garment
Def : 0
Armor Level : 1
Required Level : 100
Class : All Jobs
Item Script
expand to view script
{ .@r = getrefine(); bonus2 bSubEle,Ele_Neutral,10; bonus bBaseAtk,10*(.@r/2); bonus bMatk,10*(.@r/2); bonus bPow,2*(.@r/3); bonus bCon,2*(.@r/3); bonus bSpl,2*(.@r/3); if (.@r>=7) { bonus bAtkRate,10; bonus bMatkRate,10; if (.@r>=9) { bonus bShortAtkRate,12; bonus bLongAtkRate,12; bonus2 bMagicAtkEle,Ele_All,12; if (.@r>=11) { bonus bDelayrate,-10; if (.@r>=13) { bonus2 bAddRace,RC_All,15; bonus2 bMagicAddRace,RC_All,15; } } } } },{},{}
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