Dynamo Research - Overcharge: Difference between revisions

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! Range !! Size !! Damage !! Induction Force
! Range !! Size !! Damage !! Induction Force
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| align="left" | 1 || rowspan="3" | 10 || ~120% || ~120% || ~150% || +2.5
| align="left" | 1 || rowspan="3" | 10 || ~120% || ~120% || ~150% || +5
|-
|-
| align="left" | 2 || ~121% || ~122% || ~153% || +3
| align="left" | 2 || ~121% || ~122% || ~153% || +3

Revision as of 12:17, 26 December 2013

[Passive] Allows you to charge Pulse Bullet. While charging, range, damage, and size increases. Pulse Bullet gains a slight homing property, with better homing precision at a stronger charge. You may hold down Pulse Bullet to charge it while standing in place, and release the skill button to fire off the charged projectile. (Charging is possible for up to 5 seconds, takes 2 seconds for full charge.)


Requirements

Class Master Level Required SP Cost Per Level Alternative
Tracers Lv. 20 10 2 Mind Break


Skill Infomation

Skill Level Level Required Bullet Power Up
Range Size Damage Induction Force
1 10 ~120% ~120% ~150% +5
2 ~121% ~122% ~153% +3
3 ~122% ~124% ~156% +3.5
4 11 ~123% ~126% ~159% +4
5 13 ~124% ~128% ~162% +4.5
6 15 ~125% ~130% ~165% +5
7 17 ~126% ~132% ~168% +5.5
8 19 ~127% ~134% ~171% +6
9 21 ~128% ~136% ~174% 6.5
10 23 ~129% ~138% ~177% 7
11 25 ~130% ~140% ~180% 7.5
12 27 ~131% ~142% ~183% 8
13 29 ~132% ~144% ~186% 8.5
14 31 ~133 ~146% ~189% 9
15 33 ~134% ~148% ~192% 9.5
16 35 ~135% ~150% ~195% 10
17 37 ~136% ~152% ~198% 10.5
18 39 ~137% ~154% ~201% 11
19 41 ~138% ~156% ~204% 11.5
20 (M) 43 ~139% ~158% ~207 12


Updates

  • 12/26/2013 KR
    • Full charge time changed from 2s > 1s
    • Size/Damage/Curve/Maximum charged Range increased.


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