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Weapon Imprint System: Difference between revisions

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==== <font color=red>Condition</font> ====
==== <font color=red>Condition</font> ====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:red"
|- style="background:red" class="textfloat"
! rowspan=2 | Effect || colspan=3 | Value/Availability
! rowspan=2 | Effect || colspan=3 | Value/Availability
|- style="background:red"
|- style="background:red" class="textfloat"
! {{ItemName|Rare|Rare}} || {{ItemName|Elite|Elite}} || {{ItemName|Unique|Unique}}
! {{ItemName|Rare|Rare}} || {{ItemName|Elite|Elite}} || {{ItemName|Unique|Unique}}
|-
|-
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==== <font color=blue>Probability</font> ====
==== <font color=blue>Probability</font> ====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:lightblue"
|- style="background:lightblue" class="textfloat"
! colspan=3  | Value  
! colspan=3  | Value  
|- style="background:lightblue"
|- style="background:lightblue" class="textfloat"
! {{ItemName|Rare|Rare}} || {{ItemName|Elite|Elite}} || {{ItemName|Unique|Unique}}
! {{ItemName|Rare|Rare}} || {{ItemName|Elite|Elite}} || {{ItemName|Unique|Unique}}
|-
|-
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==== <font color=orange>Effect</font> ====
==== <font color=orange>Effect</font> ====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:gold"
|- style="background:gold" class="textfloat"
! rowspan=2 | Effect || colspan=3 | Value
! rowspan=2 | Effect || colspan=3 | Value
|- style="background:gold"
|- style="background:gold" class="textfloat"
! {{ItemName|Rare|Rare}} || {{ItemName|Elite|Elite}} || {{ItemName|Unique|Unique}}
! {{ItemName|Rare|Rare}} || {{ItemName|Elite|Elite}} || {{ItemName|Unique|Unique}}
|-
|-
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*Certain '''Crimson''' stone effects such as "When below x HP" or "When below x MP" do not check for their conditions to be met just once, but continue to check their condition at a rapid rate as long as the effect is not on cooldown already. This allows them to ensure the buff triggers, regardless of your '''Indigo''' stone's probability, as even a low probability is likely to trigger within the first second at the rate the effect tries to activate.
*Certain '''Crimson''' stone effects such as "When below x HP" or "When below x MP" do not check for their conditions to be met just once, but continue to check their condition at a rapid rate as long as the effect is not on cooldown already. This allows them to ensure the buff triggers, regardless of your '''Indigo''' stone's probability, as even a low probability is likely to trigger within the first second at the rate the effect tries to activate.
*All percentage increases on imprints are multiplicative except for Boss Damage which is additive.
*All percentage increases on imprints are multiplicative except for Boss Damage which is additive.
<br>
== Related Items ==
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse: collapse;"
|- style="background:{{ColorSel|Village|16}}" class="textfloat"
! width=1px | Image
! Item Name
! How to Obtain
! Cost
! Effect
|-
|[[File:Cube - Imprint Stone.png]]
| Imprint Stone Random Cube<br>(각인석 랜덤 큐브)
|
*Obtain from Quests
*Event reward
| N/A
|
|}
<br>
<br>


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== Updates ==
== Updates ==
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background-color: {{ColorSel|Misc}}"
|- style="background:{{ColorSel|Village|16}}" class="textfloat"
! colspan=2 | Date !! rowspan=2 | Changes
! colspan=2 | Date !! rowspan=2 | Changes
|- style="background-color: {{ColorSel|Misc}}"
|- style="background:{{ColorSel|Village|16}}" class="textfloat"
! KR !! NA
! KR !! NA
|-
|-
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