
RENEWAL / ITEMS
Mad Bunny Backpack [1]
#480372Armor
Giant_Mad_Bunny_TW
Item stats
- Slots
- 1
- Weight
- 20
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Garment
- Gender
- Both
- Required level
- 100+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Mad Bunny Backpack description & effects
A giant bunny modeled after the doll that Piamette always carries around.
It certainly looks more menacing than its costume counterpart.
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Reduce damage taken from Neutral property attacks by 10%.
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For every 2 refine level, ATK + 10, MATK + 10.
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For every 3 refine level, POW + 2, CON + 2, SPL + 2.
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When refined to +7 or higher, ATK + 10%, MATK + 10%.
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When refined to +9 or higher, increase melee, long-range physical, and all property magic damage by 12%.
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When refined to +11 or higher, reduce After Cast Delay by 10%.
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When refined to +13 or higher, increase physical damage against all race enemies by 15%.
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Set Bonus:
Giant Mad Bunny [1]
Mad Bunny Special
OR
Mad Bunny Special [1]
Increase physical and magic damage against Boss class enemies by 10%.
When performing physical or magic attack, there's a 1% chance to tranform into Piamette for 7 seconds.
During transformation, for every 2 level of total refine level of Garment and Shield, ATK + 20, MATK + 20.
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Set Bonus:
Giant Mad Bunny [1]
Mad Bunny-LT [1]
Increase physical and magic damage against Boss class enemies by 15%.
When performing physical or magic attack, there's a 2% chance to tranform into Piamette for 7 seconds.
During transformation, increase physical and magic damage against Boss class enemies by 2%,
for every 3 level of total refine level of Garment and Shield, ATK + 30, MATK + 30.
When Shield grade is B or higher, increase the chance of transformation by additional 1%.
When Shield grade is A, increase the chance of transformation by additional 1%.
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Type : Garment
Def : 0
Weight : 20
Armor Level : 1
Required Level : 100
Class : All Jobs
Item effect script
.@r = getrefine();
bonus2 bSubEle,Ele_Neutral,10;
bonus bBaseAtk,10*(.@r/2);
bonus bMatk,10*(.@r/2);
bonus bPow,2*(.@r/3);
bonus bCon,2*(.@r/3);
bonus bSpl,2*(.@r/3);
if (.@r>=7) {
bonus bAtkRate,10;
bonus bMatkRate,10;
if (.@r>=9) {
bonus bShortAtkRate,12;
bonus bLongAtkRate,12;
bonus2 bMagicAtkEle,Ele_All,12;
if (.@r>=11) {
bonus bDelayrate,-10;
if (.@r>=13) {
bonus2 bAddRace,RC_All,15;
bonus2 bMagicAddRace,RC_All,15;
}
}
}
}
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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
bonus2 bAddClass,Class_Boss,10;
bonus2 bMagicAddClass,Class_Boss,10;
autobonus "{ .@r = getequiprefinerycnt(EQI_GARMENT); .@a = getequiprefinerycnt(EQI_HAND_L); bonus bBaseAtk,20*((.@r+.@a)/2); bonus bMatk,20*((.@r+.@a)/2); }",10,7000,BF_WEAPON|BF_MAGIC,"{ transform 1947,7000; }";
Set 2
Set effect
bonus2 bAddClass,Class_Boss,10;
bonus2 bMagicAddClass,Class_Boss,10;
autobonus "{ .@r = getequiprefinerycnt(EQI_GARMENT); .@a = getequiprefinerycnt(EQI_HAND_L); bonus bBaseAtk,20*((.@r+.@a)/2); bonus bMatk,20*((.@r+.@a)/2); }",10,7000,BF_WEAPON|BF_MAGIC,"{ transform 1947,7000; }";
Set 3
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; }";





