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Double Gunhawk: Difference between revisions

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| [[Image:Bloodia2.png]]<br>[[Image:Bloodia10.png]]
| [[Image:Bloodia2.png]]<br>[[Image:Bloodia10.png]]
| '''[Special Active]'''  Throws the equipped gun to inflict damage on an enemy before returning to the character. The gun can be thrown up to 3 times.  
| '''[Special Active]'''  Throw a revolver set to automatic firing mode up to 3 times.
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! rowspan="2" | Character Level !! colspan=3 | Damage (Physical) !! colspan=3 | Max Hits !! rowspan="2" | MP Usage !! rowspan="2" | Cooldown
! rowspan="2" | Character Level !! colspan=3 | Damage (Physical) !! colspan=3 | Max Hits !! rowspan="2" | MP Usage !! rowspan="2" | Cooldown
|- style="background:{{ColorSel|CharLight|Rose}}"
|- style="background:{{ColorSel|CharLight|Rose}}"
! 1st Toss !! 2nd Toss !! 3rd Toss !! 1st Toss !! 2nd Toss !! 3rd Toss
! 1st Throw !! 2nd Trow !! 3rd Throw !! 1st Throw !! 2nd Throw !! 3rd Throw
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| align=left | 15 || 206% || 221% || 238% || colspan=3 rowspan=2 | 4~Unlimited || rowspan=2 | 200 MP || 14 Seconds
| align=left | 15 || 206% || 221% || 238% || colspan=3 rowspan=2 | 4~Unlimited || rowspan=2 | 200 MP || 14 Seconds
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! MP Cost !! MP Burn
! MP Cost !! MP Burn
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| 29 || {{SkillText|Light|80}} || 160 MP  || 38 || {{SkillText|Evil|2}} || 24~∞ MP
| 29 || {{SkillText|Light|80}} || 160 MP  || 38 || {{SkillText|Evil|2}} || Min. 4 MP per throw
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== Tips and Details ==
== Tips and Details ==
*With the proper spacing, the first cast will deal 12 hits, the second 14 and the third 16, allowing for roughly 10332% Physical Damage.
*With the proper spacing, the first cast will deal 12 hits, the second 14 and the third 16, allowing for roughly 10332% Physical Damage.
**The absolute minimum amount of hits for each cast is 4 hits, when fired at point blank at a Super Armored enemy, dealing a total of 2932% Physical Damage.
**The absolute minimum amount of hits for each cast is 2 hits, when fired at point blank at a small Super Armored enemy that jumps out of the way of the returning Hawk.
**More hits are possible on wider targets, and the Hawk will keep travelling if jumped over, resulting in no set maximum hit count.
**More hits are possible on wider targets, and the Hawk will keep travelling if jumped over, resulting in no set maximum hit count.


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