
RENEWAL / ITEMS
Bionic Aluminum Planter [1]
#460030Armor
Fake_Alloy_Pot
Item stats
- DEF
- 100
- Slots
- 1
- Weight
- 100
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Shield
- Gender
- Both
- Required level
- 100+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Bionic Aluminum Planter description & effects
A replica of the alloy flower pot favored by fairies.
It can be modified into a lethal weapon that can be mounted on a shield or cart and fired.
MDEF+10.
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Every 2 refine level, STR +1, INT +1, MHP +2%.
Every 4 refine level, reduces damage from Neutral property by 5%.
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When refined to +9 or higher, STR +5, INT +5, MHP +3%.
When refined to +11 or higher, STR +5, INT +10, MHP +5%.
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When equipped by Geneticist class,
Every total level of Cart Remodeling and Geneticist Cart Boost,
increases damage of Acid Bomb and Hell Plant by 3%.
Every level of Cart Tornado,
increases damage of Cart Cannon by 3%.
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Set Bonus:
Fake Alloy Pot [1]
Scrap Remodel Shoes [1]
When equipped by Geneticist class,
Every 4 total refine level of Shoes and Shield,
increases physical damage to all size monster by +3%.
Every 6 total refine level of Shoes and Shield,
increases melee and ranged damage by +5%.
When total refine level of Shoes and Shield is 23,
Grants [Endure] Effect, MHP -15%.
When receiving a physical attack, there's a 40% chance to autocast Acid Bomb Lv. 1 and a 30% chance to autocast Spore Explosion Lv.1.
(If a higher level has been learned, it will be activated according to the level learned.)
(Material for each skill usage will be consumed.)
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Type : Shield
Def : 100
Weight : 100
Armor Level : 1
Required Level : 100
Class : All Jobs
Item effect script
.@r = getrefine();
bonus bMdef,10;
bonus bStr,.@r/2;
bonus bInt,.@r/2;
bonus bMaxHPrate,2*(.@r/2);
bonus2 bSubEle,Ele_Neutral,5*(.@r/4);
if (.@r>=9) {
bonus bStr,5;
bonus bInt,5;
bonus bMaxHPrate,3;
}
if (.@r>=11) {
bonus bStr,5;
bonus bInt,10;
bonus bMaxHPrate,5;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist) {
bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",3*(getskilllv("GN_REMODELING_CART")+getskilllv("GN_CARTBOOST"));
bonus2 bSkillAtk,"GN_HELLS_PLANT",3*(getskilllv("GN_REMODELING_CART")+getskilllv("GN_CARTBOOST"));
bonus2 bSkillAtk,"GN_CARTCANNON",3*getskilllv("GN_CART_TORNADO");
}
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
.@r = getequiprefinerycnt(EQI_HAND_L)+getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist) {
bonus2 bAddSize,Size_All,3*(.@r/4);
bonus bLongAtkRate,5*(.@r/6);
bonus bShortAtkRate,5*(.@r/6);
if (.@r>=23) {
bonus bNoWalkDelay;
bonus bMaxHPrate,-15;
bonus3 bAutoSpellWhenHit,"CR_ACIDDEMONSTRATION",max(getskilllv("CR_ACIDDEMONSTRATION"),1),400;
bonus3 bAutoSpellWhenHit,"GN_SPORE_EXPLOSION",max(getskilllv("GN_SPORE_EXPLOSION"),1),300;
}
}




