Blazing Bullet: Difference between revisions

m
no edit summary
m (Text replacement - "{{ADSquareSkill}}" to "")
mNo edit summary
 
Line 8: Line 8:
|
|
| {{color|#FFCC00|Blazing Bullet|b=1}}
| {{color|#FFCC00|Blazing Bullet|b=1}}
*Command bullets gain an explosive property for 15 seconds.
*Common command bullets gain an explosive property for 15 seconds.
*Explosions deal 100%, 50% and 30% of the original command's damage.
*Explosions deal 100%, 50% and 30% of the original command's damage.
|-
|-
Line 20: Line 20:


== Requirements ==
== Requirements ==
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Rose"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Rose"
|-
|-
Line 32: Line 31:
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Rose"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Rose"
|-
|-
! rowspan="3" | Mode !! colspan=4 | Damage (Magical) !! colspan=4 | Max Hits !! colspan=5 | {{se|278|Enhance: Fire Grenade}} !! rowspan="3" | ECP Usage !! rowspan="3" | Cooldown
! rowspan="3" | Mode !! colspan=4 | Damage (Magical) !! colspan=5 | {{se|278|Enhance: Fire Grenade}} !! colspan=4 | Max Hits !! rowspan="3" | ECP Usage !! rowspan="3" | Cooldown
|-
|-
! rowspan=2 | Revolver !! rowspan=2 | Musket !! rowspan=2 | Auto-gun !! rowspan=2 | Hand Cannon !! rowspan=2 | Pistol !! rowspan=2 | Musket !! rowspan=2 | Auto-guns !! rowspan=2 | Hand Cannon !! colspan=3 | Explosion Damage !! rowspan=2 | {{se||Burn}}<br>Duration !! rowspan=2 | Duration
! rowspan=2 | Revolver !! rowspan=2 | Musket !! rowspan=2 | Auto-gun !! rowspan=2 | Hand Cannon !! colspan=3 | Explosion Damage !! rowspan=2 | {{se||Burn}} Duration !! rowspan=2 | Duration !! rowspan=2 | Pistol !! rowspan=2 | Musket !! rowspan=2 | Auto-guns !! rowspan=2 | Hand Cannon
|-
|-
! 1st !! 2nd !! 3rd
! 1st !! 2nd !! 3rd
Line 40: Line 39:
| colspan=16 | '''Normal'''
| colspan=16 | '''Normal'''
|-
|-
| {{PvE}} || 982% || 936% || 347% || 1033% || rowspan=2 | 1 || rowspan=2 | 1 || rowspan=2 | 3 || rowspan=2 | 1 || rowspan=2 | 100% || rowspan=2 | 50% || rowspan=2 | 30% || rowspan=2 | 7 Seconds || rowspan=2 | 15 Seconds || rowspan=2 | 35 ECP || rowspan=2 | 13 Seconds
| {{PvE}} || 982% || 936% || 347% || 1033% || rowspan=2 | 100% || rowspan=2 | 50% || rowspan=2 | 30% || rowspan=2 | 7 Seconds || rowspan=2 | 15 Seconds || rowspan=2 | 1 || rowspan=2 | 1 || rowspan=2 | 3 || rowspan=2 | 1 || rowspan=2 | 35 ECP || rowspan=2 | 13 Seconds
|-
|-
| {{PvP}} || 123% || 117% || 44% || 123%
| {{PvP}} || 123% || 117% || 44% || 123%
Line 46: Line 45:
| colspan=16 | '''[Enhanced]'''
| colspan=16 | '''[Enhanced]'''
|-
|-
| {{PvE}} || 982% || 936% || 347% || 1033% || rowspan=2 | 1 || rowspan=2 | 1 || rowspan=2 | 3 || rowspan=2 | 1 || rowspan=2 | 100% || rowspan=2 | 67% || rowspan=2 | 34% || rowspan=2 | 7 Seconds || rowspan=2 | 15 Seconds || rowspan=2 | 35 ECP || rowspan=2 | 13 Seconds
| {{PvE}} || 982% || 936% || 347% || 1033% || rowspan=2 | 100% || rowspan=2 | 67% || rowspan=2 | 34% || rowspan=2 | 7 Seconds || rowspan=2 | 15 Seconds || rowspan=2 | 1 || rowspan=2 | 1 || rowspan=2 | 3 || rowspan=2 | 1 || rowspan=2 | 35 ECP || rowspan=2 | 13 Seconds
|-
|-
| {{PvP}} || 123% || 117% || 44% || 123%
| {{PvP}} || 123% || 117% || 44% || 123%
Line 101: Line 100:
*The additional explosions are treated by the game as commands.
*The additional explosions are treated by the game as commands.
*As with any '''Elemental Bullet''' effect, the piercing and splash damage is carried over from the normal command attacks for each weapon, despite being a set of explosions rather than a normal bullet.
*As with any '''Elemental Bullet''' effect, the piercing and splash damage is carried over from the normal command attacks for each weapon, despite being a set of explosions rather than a normal bullet.
*All of the additional explosions added to your normal bullet combos can trigger any additional effects that trigger on attack, including elemental effects, bonus MP recovery, double attack, and further additional attacks. This essentially multiplies your odds of activating them by 4, and when combined with the auto-gun combos, can easily and consistently trigger most offensive effects that don't have a cooldown, such as Reaper title and the instant elemental effects. (Wind, Light, Dark)
*All of the additional explosions added to your normal bullet combos can trigger any additional effects that trigger on attack, including elemental effects, bonus MP recovery, double attack, and further additional attacks. This essentially multiplies your odds of activating them by 4, and when combined with the auto-gun combos, can easily and consistently trigger most offensive effects that don't have a cooldown, such as [[Titles|Reaper title]] and the instant elemental effects. (Wind, Light, Dark)
*Additional explosions will prevent the last part of {{CMI}}{{CX}}{{CRoX}}{{CIO|X}} from knocking down. This makes it an effortless loop for entering '''Over Strike'''.
*The additional explosions will prevent {{CMI}}{{CX}}{{CRoX}}{{CIO|X}} from knocking down. This makes it an effortless loop for entering '''Over Strike'''.
**The additional explosions do not prevent Revolver and Hand Cannon from launching targets away.
**The additional explosions do not prevent Revolver and Hand Cannon from launching targets away.
*This buff applied by this skill changes the bullet type and will replace the buff applied by either [[Rising Shot]] or [[Freezing Bullet]].
*This buff applied by this skill changes the bullet type and will replace the buff applied by either [[Rising Shot]] or [[Freezing Bullet]].
ElEditors
17,781

edits