Double Gunhawk: Difference between revisions
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! colspan=2 | Light Double Gunhawk !! Evil Double Gunhawk | ! colspan=2 | Light Double Gunhawk !! Evil Double Gunhawk | ||
|- style="background:{{ColorSel|CharLight|Rose}}" | |- style="background:{{ColorSel|CharLight|Rose}}" | ||
! | ! Attribute Effect !! MP Cost !! Attribute Effect | ||
|- | |- | ||
| {{SkillText|Light|80}} || 160 MP || {{SkillText|Evil|2}} | | {{SkillText|Light|80}} || 160 MP || {{SkillText|Evil|2}} | ||
|} | |} | ||
<br> | |||
== Total Damage (08/01/2019 KR Patch) == | |||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | |||
|- style="background:{{ColorSel|CharLight|Rose}}" | |||
! rowspan=2 | Mode !! colspan=2 | Regular !! colspan=2 | [[ECP System|Over Strike]] | |||
|- style="background:{{ColorSel|CharLight|Rose}}" | |||
! Minimum !! Average !! Minimum !! Average | |||
|- | |||
! {{PvE}} | |||
| {{formatnum:{{#expr: (303 + 316 + 321)*2}}}}% || {{formatnum:{{#expr: 303*12 + 316*14 + 321*16}}}}% | |||
| {{formatnum:{{#expr: (303 + 316 + 321)*2*1.2}}}}% || {{formatnum:{{#expr: (303*12 + 316*14 + 321*16)*1.2}}}}% | |||
|- | |||
! {{PvP}} | |||
| {{formatnum:{{#expr: (120 + 125 + 128)*2}}}}% || {{formatnum:{{#expr: 120*12 + 125*14 + 128*16}}}}% | |||
| {{formatnum:{{#expr: (120 + 125 + 128)*2*1.2}}}}% || {{formatnum:{{#expr: (120*12 + 125*14 + 128*16)*1.2}}}}% | |||
|} | |||
*Minimum assumes 2 hits per stage. | |||
*Average assumes 12 hits for Stage 1, 14 for the 2nd one, and 16 for the 3rd one. | |||
<br> | <br> | ||
== Tips and Details == | == Tips and Details == | ||
*With the proper spacing, the first cast will deal 12 hits, the second 14, and the third 16 | *With the proper spacing, the first cast will deal 12 hits, the second 14, and the third 16. | ||
**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. | **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 traveling if jumped over, resulting in no set maximum hit count. | **More hits are possible on wider targets, and the Hawk will keep traveling if jumped over, resulting in no set maximum hit count. | ||
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{{AlternateLanguages | {{AlternateLanguages | ||
|Color={{ColorSel|CharLight|Rose}} | |Color={{ColorSel|CharLight|Rose}} | ||
|KR= 더블 건호크 |KRName=Double | |KR= 더블 건호크 |KRName=Double Gunhawk | ||
|DE=Falkenschuss|DEName= | |DE=Falkenschuss|DEName=Falcon Shot | ||
|BR=Revólver Bumerangue |BRName=Boomerang Revolver | |BR=Revólver Bumerangue |BRName=Boomerang Revolver | ||
|FR=Tir de faucon |FRName=Falcon Shot | |FR=Tir de faucon |FRName=Falcon Shot | ||
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{{BDSkills}} | {{BDSkills}} | ||
Revision as of 14:20, 10 August 2019
[Special Active: Strength] Throw revolvers set to automatic fire mode up to 3 times. | |
Over Strike
| |
Final Enhanced Skill
|
Requirements
Class | Level Required |
---|---|
Bloodia | 15 |
Skill Information
PvE
Level Required | Revolving Throw (Physical) | Max Hits per throw | MP Usage | Cooldown | ||||
---|---|---|---|---|---|---|---|---|
Stage 1 | Stage 2 | Stage 3 | Stage 1 | Stage 2 | Stage 3 | |||
15 | 276% | 287% | 292% | 2~Unlimited | 200 MP | 14 Seconds | ||
[Enhanced] | 303% | 316% | 321% | 12 Seconds |
PvP
Level Required | Revolving Throw (Physical) | ||
---|---|---|---|
Stage 1 | Stage 2 | Stage 3 | |
15 | 110% | 115% | 117% |
[Enhanced] | 120% | 125% | 128% |
Skill Traits
Light Double Gunhawk | Evil Double Gunhawk | |
---|---|---|
Attribute Effect | MP Cost | Attribute Effect |
MP Usage decreased to 80% | 160 MP | Skill will burn 2 MP per hit |
Total Damage (08/01/2019 KR Patch)
Mode | Regular | Over Strike | ||
---|---|---|---|---|
Minimum | Average | Minimum | Average | |
PvE | 1,880% | 13,196% | 2,256% | 15,835.2% |
PvP | 746% | 5,238% | 895.2% | 6,285.6% |
- Minimum assumes 2 hits per stage.
- Average assumes 12 hits for Stage 1, 14 for the 2nd one, and 16 for the 3rd one.
Tips and Details
- With the proper spacing, the first cast will deal 12 hits, the second 14, and the third 16.
- 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 traveling if jumped over, resulting in no set maximum hit count.
Updates
Date | Changes | ||
---|---|---|---|
KR | NA | PvE | PvP |
01/12/2017 | - |
▼ Damage decreased. | |
04/27/2017 | - |
▲ Damage increased. |
|
04/05/2018 | 04/18/2018 |
▲ Damage increased. |
Alternative Names