Turret Mechanism(?) [Timer Skill]
(10 skill points to learn)
- The user builds a turret that shoots down foes.
*User builds a turret that shoots enemies in its range. The Turret's damage will be the same as the player's Power Shot damage. Turret's HP depends on the player's DA. The Turret's MD/DP will depend on the player's MD/DP. The turret shoots every 3 secs. The Turret will not have LK/HV. The maximum amount of turrets built depends on the player's DA. It takes 3 secs to make a turret. The turret automatically dissembles in 3 mins.
Turret's HP: (DA x 25)
Amount of turrets: (DA/45) So: 450 DA will allow you to make 10 turrets.
MP Consumption: 500
Snipe
(?) [Timer Skill]
(5 skill points to learn)
- The user sets itself in a quiet pace for more concentration.
*User is capable of setting itself into snipe mode. Doing this will raise the user's gun damage, be able to look through the whole map without moving, and use skills to snipe enemies down. It will take 6 secs for the player to set itself in snipe mode. The player is immobile untill you un-snipe mode which takes another 6 secs.
Snipe mode boost: (AC x 2.5)
Prequiste: Maxed Keen Sense
MP consumption: 750
Rifle Jammer(?) [Timer Skill]
(3 skill points to learn/master)
- The user endlessly shoots the foe untill the gun jams.
*The user is allowed to spam any gun-attacking skill(Power Shot, Double Shot, etc). Only 1 gun-attacking skill is allowed, so if the user uses Shooting Spree, the user is only allowed to spam Shooting Spree untill the gun jams. Chances of jamming is increased as a skill is used continiously.
Lvl-MP
Duration
Cooltime
1-110
3.0secs
20.0secs
2-140
3.5secs
19.5secs
3-170
4.0secs
19.0secs
4-210
4.5secs
18.5secs
5-250
5.0secs
18.0secs
6-290
5.5secs
17.5secs
7-330
6.0secs
17.0secs
8-370
6.5secs
16.5secs
9-410
7.0secs
16.0secs
10-450
7.5secs
15.5secs
Max-570
9.0secs
13.0secs
Gun Jam Chance%: (7% chance of gun jamming x number of times of an attacking skill is used)
- When the gun jams, the player's skills' cooltime activates but multiplied by 2.5
Turret Upgrade #1 [Passive Skill]
(4 skill points to learn)
- Upgrades the parts of the turret for more fire power.
* The turret will now use Double Shot instead of Power Shot.
Prequiste: Learned Turret Mechanism
Head Shooting Mastery(?) [Passive Skill]
(4 skill points to learn/3 skill points to master)
- Teaches the player to aim properly to hit the opponent's head to do fatal damage.
* Every once in awhile, the user can do a Head Shot that will do 1.5x damage. The chances of getting a Head Shot depends on the player's AC and LK. When the player hits a Head Shot, any deflecting or blocking skills like Guard, is ignored.
Lvl-Head Shot Rate%
1-1%
2-3%
3-6%
4-8%
5-11%
6-13%
7-16%
8-18%
9-21%
10-23%
Max-24%
Chances of getting a head shot per attack: A = Head Shot Rate% + (Player's AC/10 + LK/10) - (Opponent's DX x -1.5 + HV/10)
Inferna(?) [On/Off Skill]
(4 skill points to learn/master)
- Blasts the foe with tremendous firepower. So strong, that the shrapnel will hurt anyone that is near the target.
*A massive offensive skill that consumes any
item that increases fire attr%. Anyone nearby the target(5x5 tiles from target), including party members will receive 50% of the total damage. This skill automatically consumes any fire attrb compounding item. Otherwise, the skill will fail.
Prequiste: None
Lvl-MP
Attack%-Cooltime
1-60
300%-4secs
2-100
375%-4secs
3-140
450%-4secs
4-180
525%-4secs
5-220
600%-4secs
6-260
675%-4secs
7-300
750%-4secs
8-340
825%-4secs
9-380
900%-4secs
10-420
975%-4secs
Master-500
1050%-4.5secs
Damage Formula: [(Total ACx5)x(Attack%/10) / 10)
Additional Damage: (Random Value of Item's Fire Attrb Value) Let's say you're using
Fireballs for this skill. Additional damage will range from 32-61%. Carrying an elixir does not increase value.
Note: This skill will bounce back to the user if target has the skill "Guard" up. Does not work with the skill Rifle Jammer.