
RENEWAL / ITEMS
Mad Bunny-LT [1]
#460020Armor
Mad_Bunny_K_LT
Item stats
- Slots
- 1
- Weight
- 10
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Shield
- Gender
- Both
- Required level
- 160+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Mad Bunny-LT description & effects
A plush toy that Piamette uses conveniently for attack and defense?
It clearly appears to be moving...
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ATK + 5%, MATK + 5%.
ASPD + 3
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For every 2 refine level, ATK + 2%, MATK + 2%.
When refine level 7 or more, increases attack speed (delay after attack reduced) by 5%, and variable casting reduced by 5%.
When refine level 9 or more, melee/ranged physical damage increases by 7%, and all property magical damage increases by 7%.
When refine level 12 or more, users casting cannot be interrupted, and CRI + 15
------------------------
[Bonus By Grade]
[Grade D] Reduces physical/magical damage received from enemies of all attributes by 10%.
[Grade C] POW + 2, SPL + 2.
[Grade B] S.MATK + 2, P.ATK + 2.
[Grade A] Reduced global cooldown by 5%.
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Type : Shield
Def : 0
Weight : 10
Armor Level : 2
Required Level : 160
Class : All Jobs
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
bonus bMatkRate,5+2*(.@r/2);
bonus bAtkRate,5+2*(.@r/2);
bonus bAspd,3;
if (.@r>=7) {
bonus bAspdRate,5;
bonus bVariableCastrate,-5;
if (.@r>=9) {
bonus2 bMagicAtkEle,Ele_All,7;
bonus bLongAtkRate,7;
bonus bShortAtkRate,7;
if (.@r>=12) {
bonus bCritical,15;
bonus bNoCastCancel;
}
}
}
if (.@g >= ENCHANTGRADE_D) {
bonus2 bSubEle,Ele_All,10;
if (.@g >= ENCHANTGRADE_C) {
bonus bPow,2;
bonus bSpl,2;
if (.@g >= ENCHANTGRADE_B) {
bonus bPAtk,2;
bonus bSMatk,2;
if (.@g >= ENCHANTGRADE_A) {
bonus bDelayrate,-5;
}
}
}
}
TRY IT ON
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The preview shows appearance; equipment requirements are listed in the item details.
Some additional particle effects use the game client’s internal renderer and are not included in this preview.
Build an outfit with this itemEquipment sets
Set 1
Set effect
.@g = getenchantgrade(EQI_HAND_L);
.@val = 10;
bonus2 bAddClass,Class_Boss,15;
bonus2 bMagicAddClass,Class_Boss,15;
if (.@g >= ENCHANTGRADE_B) {
.@val += 10;
}
if (.@g >= ENCHANTGRADE_A) {
.@val += 10;
}
autobonus "{ .@r = getequiprefinerycnt(EQI_GARMENT); .@a = getequiprefinerycnt(EQI_HAND_L); bonus bBaseAtk,30*((.@r+.@a)/3); bonus bMatk,30*((.@r+.@a)/3); bonus2 bAddClass,Class_Boss,2*((.@r+.@a)/3); bonus2 bMagicAddClass,Class_Boss,2*((.@r+.@a)/3); }",.@val,7000,BF_WEAPON|BF_MAGIC,"{ transform 1947,7000; }";








