Laser Rifle: Difference between revisions

322 bytes removed ,  20 May 2017
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== Skill Information ==
== Skill Information ==
=== {{PvE}} ===
=== {{PvE}} ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
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! Damage !! Range !! Duration
! Damage !! Range !! Duration
|-
|-
| align="left" | 30 || rowspan=2 | 2435% || rowspan=2 | +50% || rowspan=2 | +30% || rowspan=2 | 0.5 Seconds || 200 MP || rowspan=2 | 21 Seconds
| align="left" | 30 || rowspan=2 | 2932% || rowspan=2 | +50% || rowspan=2 | +30% || rowspan=2 | 3 Seconds || 200 MP || rowspan=2 | 21 Seconds
|-
|-
| align="left" | [Enhanced] 87 || 180 MP
| align="left" | [Enhanced] 87 || 180 MP
|}
|}
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=== {{PvP}} ===
=== {{PvP}} ===
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|-
|-
| align="left" | [Enhanced] 87
| align="left" | [Enhanced] 87
|}
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== Skill Information (KR)==
=== {{PvE}} ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|CharLight|Rose}}"
! rowspan=2 | Character Level !! rowspan=2 | Laser (Physical) !! colspan=3 | Charged !! rowspan=2 | MP Usage !! rowspan=2 | Cooldown
|- style="background:{{ColorSel|CharLight|Rose}}"
! Damage !! Range !! Duration
|-
| align="left" | 30 || rowspan=2 | 2932% || rowspan=2 | +50% || rowspan=2 | +30% || rowspan=2 | 3 Seconds || 200 MP || rowspan=2 | 21 Seconds
|-
| align="left" | [Enhanced] 87 || 180 MP
|}
|}
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*As with [[Cannonball]], charging any further than three seconds only serves to prevent you from being hitstunned due to the super armor it provides.
*As with [[Cannonball]], charging any further than three seconds only serves to prevent you from being hitstunned due to the super armor it provides.
*'''Heavy Laser Rifle''' can deal 6,204.38% (8,576.1% in KR) Physical Damage if charged fully in '''Over Strike mode'''.
*'''Heavy Laser Rifle''' can deal 6,204.38% (8,576.1% in KR) Physical Damage if charged fully in '''Over Strike mode'''.
*Currently this skill has a visual bug, the flash signaling for a full charge is slightly early and firing during the flash will not result in a max charged attack. Only when the weapon extends and becomes visually larger that the weapon has been fully charged.
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