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Dark Angel Ray Bow [2]   [Two Handed]   Item ID# 700066 (Dark_Angel_Ray_Bow)
Type
Weapon
Class
Bow
Buy
n/a
Sell
n/a
Weight
150
Attack
280
Required Lvl
215
Weapon Lvl
5
Slot
2
Range
5
Applicable Jobs
Abyss Chaser
Description
A bow used by a fallen angel.

ATK +5%, CON +2
Increases damage of Chain Reaction Shot by 5%.

Refine Level +5:
Increases damage of Chain Reaction Shot by additional 10%.

Refine Level +7:
Increases ranged physical damage by 5%.

Refine Level +9:
Increases damage of Chain Reaction Shot by additional 10%.

Refine Level +10:
Critical +10

Refine Level +11:
Increases damage of Chain Reaction Shot by additional 5%.
Increases damage of Frenzy Shot by 15%.

[Bonus by Grade]
[Grade D]: ranged physical damage +10%.
[Grade C]: Physical Damage against enemies of every size +10%.
[Grade B]: Physical Damage against enemies of every race +10%.
[Grade A]: Physical Damage against enemies of every element +10%.

[iRO Description]
A bow was once used by a fallen angel.
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ATK + 5%, CON + 2.
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Increase Chain Reaction Shot damage by 5%.
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When refined to +5 or higher, increase Chain Reaction Shot damage by additional 10%.
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When refined to +7 or higher, increase long-range physical damage by 5%.
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When refined to +9 or higher, increase Chain Reaction Shot damage by additional 10%.
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When refined to +10 or higher, CRI + 10.
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When refined to +11 or higher, increase Chain Reaction Shot damage by additional 5% and Frenzy Shot damage by 15%.
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[Grade Bonus]
[Grade D] Increase long-range physical damage by 10%.
[Grade C] Increase physical damage against all sizes enemies by 10%.
[Grade B] Increase physical damage against all races enemies by 10%.
[Grade A] Increase physical damage against all property enemies by 10%.
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Type : Bow
Attack : 280
Weapon Level : 5
Required Level : 215
Class : Abyss Chaser
Item Script
expand to view script
{ .@g = getenchantgrade(); .@r = getrefine(); bonus bAtkRate,5; bonus bCon,2; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",5; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",5; if (.@r>=5) { bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",10; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",10; if (.@r>=7) { bonus bLongAtkRate,5; if (.@r>=9) { bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",10; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",10; if (.@r>=10) { bonus bCritical,10; if (.@r>=11) { bonus2 bSkillAtk,"ABC_FRENZY_SHOT",15; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",5; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",5; } } } } } if (.@g>=ENCHANTGRADE_D) { bonus bLongAtkRate,10; if (.@g>=ENCHANTGRADE_C) { bonus2 bAddSize,Size_All,10; if (.@g>=ENCHANTGRADE_B) { bonus2 bAddRace,RC_All,10; if (.@g>=ENCHANTGRADE_A) { bonus2 bAddEle,Ele_All,10; } } } } },{},{}
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