
RENEWAL / ITEMS
Thanos Violin-AD [2]
#570016Weapon
Thanos_Violin_AD
Item stats
- ATK
- 220
- Slots
- 2
- Weight
- 100
- Weapon level
- 5
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Musical Instrument
- Equipment position
- Weapon
- Gender
- Male only
- Required level
- 190+
- Jobs
- Bard Dancer
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Thanos Violin-AD description & effects
Thanatos Violin remodeled with Team Atnad's technology added.
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When dealing physical damage, has a chance to recovers 2500 HP and 50 SP every 1 second for 4 times.
ATK + 10 per 2 refine rate.
Increases Severe Rainstorm damage by 10% per 3 refine rate.
If refine rate is 7 or higher, reduces variable casting time by 10%, increases Severe Rainstorm damage by additional 15%.
If refine rate is 9 or higher, reduces global cooldown by 10%, reduces skill cooldown of Severe Rainstorm by 2 seconds.
If refine rate is 11 or higher, increases physical damage against all size enemies by 15%, increases long ranged physical damage by 15%.
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[Bonus By Grade]
[Grade D] ATK + 2%, increases Rhythm Shooting damage by 10%.
[Grade C] Additional ATK + 3%, P.ATK + 1.
[Grade B] Increases Rhythm Shooting damage by additional 10%.
------------------------
Class : Instrument
ATK : 220
Weight : 100
Weapon Lv : 5
Required Level : 190
Class : Ministrel
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
autobonus "{ bonus2 bHPRegenRate,2500,1000; }",1,4000,BF_WEAPON;
bonus bBaseAtk,10*(.@r/2);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3);
if (.@r>=7) {
bonus bVariableCastrate,-10;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",15;
if (.@r>=9) {
bonus bDelayrate,-10;
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-2000;
if (.@r>=11) {
bonus2 bAddSize,Size_All,15;
bonus bLongAtkRate,15;
}
}
}
if (.@g >= ENCHANTGRADE_D) {
bonus bAtkRate,2;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",10;
if (.@g >= ENCHANTGRADE_C) {
bonus bPAtk,1;
bonus bAtkRate,3;
if (.@g >= ENCHANTGRADE_B) {
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",10;
}
}
}
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_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r_weapon/2);
Set 2
Set effect
bonus bLongAtkRate,15;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",12*(getequiprefinerycnt(EQI_HAND_R)/2);
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",15;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",15;
bonus bLongAtkRate,2*(.@r/2);
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",20;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",20;
bonus bLongAtkRate,4*(.@r/2);
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",25;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",25;
bonus bLongAtkRate,6*(.@r/2);
Set 6
Set effect
bonus bVariableCastrate,-30;
bonus2 bAddClass,Class_All,10;
if (getenchantgrade(EQI_HAND_R) >= ENCHANTGRADE_C)
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",10;












