
RENEWAL / ITEMS
Hissatsu: Falling Bloom [1]
#460093Armor
Ninja_Sheild
Item stats
- DEF
- 100
- Slots
- 1
- Weight
- 50
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Shield
- Gender
- Both
- Required level
- 100+
- Jobs
- Kagerou Oboro
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Hissatsu: Falling Bloom description & effects
'If the flying kunai were like blooming flowers, how beautiful it would be.'
Under a cherry blossom, a ninja was muttering to himself as he put a mark of secret technique.
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MHP + 5%.
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Reduce After Cast Delay by 8%.
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For every 3 refine level, increase Kunai Explosion and Kunai Splash damage by 20%.
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When refined to +9 or higher, MHP + 5%, reduce physical and magic damage taken from all size enemies by 5%.
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When refined to +11 or higher, ATK + 100, long-range physical damage + 15%.
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When refined to +13 or higher, reduce Kunai Explosion cooldown by 3 seconds.
When using Kunai Explosion, auto cast Lv.1 Kunai Splash (higher skill level and required material is applied).
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[Grade Bonus]
[Grade D] For every 4 refine level, increase Kunai - Distortion, Rotation, Refraction, and Nightmare damage by 8%.
[Grade C] When refined to +9 or higher, increase physical damage against all property enemies by 15%.
[Grade B] When refined to +11 or higher, reduce After Cast Delay by 8%, enables to use Lv.5 Empty Shadow and Lv.5 Distorted Crescent.
[Grade A] When refined to +13 or higher and Base Level is 200 or higher, there's a 35% chance to auto cast Lv.1 Kunai - Rotation and Lv.1 Kunai - Refraction (higher skill level and required material is applied) when using Kunai - Distortion.
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Type : Shield
Def : 100
Weight : 50
Armor Level : 2
Required Level : 100
Class : Ninja
Item effect script
.@r = getrefine();
.@g = getenchantgrade();
bonus bMaxHPrate,5;
bonus bDelayrate,-8;
bonus2 bSkillAtk,"KO_BAKURETSU",20*(.@r/3);
bonus2 bSkillAtk,"KO_HAPPOKUNAI",20*(.@r/3);
if (.@r>=9) {
bonus bMaxHPrate,5;
bonus2 bSubSize,Size_All,5;
if (.@r>=11) {
bonus bBaseAtk,100;
bonus bLongAtkRate,15;
if (.@r>=13) {
bonus2 bSkillCooldown,"KO_BAKURETSU",-3000;
bonus4 bAutoSpellOnSkill,"KO_BAKURETSU","KO_HAPPOKUNAI",max(getskilllv("KO_HAPPOKUNAI"),1),1000;
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus2 bSkillAtk,"SS_KUNAIWAIKYOKU",8*(.@r/4);
bonus2 bSkillAtk,"SS_KUNAIKAITEN",8*(.@r/4);
bonus2 bSkillAtk,"SS_KUNAIKUSSETSU",8*(.@r/4);
bonus2 bSkillAtk,"SS_HITOUAKUMU",8*(.@r/4);
}
if (.@g>=ENCHANTGRADE_C) {
if (.@r>=9) {
bonus2 bAddEle,Ele_All,15;
}
}
if (.@g>=ENCHANTGRADE_B) {
if (.@r>=11) {
bonus bDelayrate,-8;
skill "KG_KYOMU",5;
skill "OB_ZANGETSU",5;
}
}
if (.@g>=ENCHANTGRADE_A) {
if (.@r>=13) {
if (BaseLevel>=200) {
bonus4 bAutoSpellOnSkill,"SS_KUNAIWAIKYOKU","SS_KUNAIKAITEN",max(getskilllv("KO_HAPPOKUNAI"),1),350;
bonus4 bAutoSpellOnSkill,"SS_KUNAIWAIKYOKU","SS_KUNAIKUSSETSU",max(getskilllv("KO_HAPPOKUNAI"),1),350;
}
}
}
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