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Post by sstraycat on Apr 24, 2022 15:16:59 GMT
Updated the list with 2 new skills dated April, 2022. Pls let me know should there be missing items or corrections.
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Post by sstraycat on Apr 4, 2022 5:04:53 GMT
Check the total price of all your goods, it's not allowed to exceed 1B.
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Post by sstraycat on Dec 4, 2021 16:58:10 GMT
Hi guys! Updated the last part of this post to contain info about Wandering and some more. You can consider these in optimizing your set. Cheers!
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Post by sstraycat on Nov 29, 2021 19:41:49 GMT
AGI-CRT-DEX ----> AGI-CRT-STRI am not sure if this info would come in handy. Yet I'd like to share here some of the things I had encountered when changing builds. Why not change to Normal build? Aren't there already too many playing that xDD. It's also fun to play as I find out new things. NEGATIVES
1. Skill Delay - won't be able to activate skills fast successively. Can be a problem on, say, bosses that wipe all status and put you under blind/paralyze. What really got me was that buff set got inefficient. There were workarounds though. Actually experimenting on adding back DEX to this build bit by bit. 2. Goodbye AR-CF - this was the case initially. But there is a workaround, a set can be assembled for this. Did this with a Usam set combined with disable so expect this set to be a hard get. Not to mention the set isn't 4-slot. The build isn't beginner friendly in that regard. If you cannot get, better to high/cap level before abandoning AR-CF. 3. Freeze Arrow doesn't proc freeze as much - I haven't really been keen about the other status skills but this one stuck out like a sore thumb. Can still freeze but chances are ooof. Say goodbye to being a freeze slave... 4. Clean hit rate down - my full-buff Hit after restating became about 750 (was surprised that it wasn't lower, maybe because of cap level and buffs). They say clean hit rate formula was [HIT-200-(DEX/2)]/15. If so that put my clean hit to [750-200-(1/2)]/15 or 36% rounded down. 5. Goodbye Monty and Thimble - Dex-based equips were defuncted but I kept mine stored coz of this crazy notion that the builds will merge someday. POSITIVES
1. Now able to use stuff like Ideaus, Usam al, BOO, AA, ... - With monty and thimble exiting the mix, I got to rewire all sets for these newly available items. New al setups, attack and resists sets, etc... 2. Wandering Clothes (previously known as Exile Garb or Outflow Clothes) - separated this coz this was a game changer. Aside from raising dps with STR do you know this enables you to use less AUTO abi? Those expensive auto abis needed for double attack to proc? Eg. If your STR is 464 it would be like an equivalent of +29% chance to get double attacks. Half of 464 is 232 and that is converted to CRT. Double attack chance procs have CRT/8 in the formula so 232/8 is 29. So instead of using your resources to get 29% auto (which does the same job of boosting double attack chance and is expensive) just get Wandering. Imagine the power of 2s of this combined with a 2s Pulse quicken (pulse quicken negative is NEGATED by double attack activation) 3. Overall DPS (as of using a 7-slot set) just got better, things that were supposedly unreachable for spec bow user. - Arrow rain 8hits reached 1m (self-buffs only w/o Ignite) - Training luna score reached 1.4m DPS 7 seconds without Ignite or items. This might be my actual (coz usually farming w/o Ignite or drugs) - Training luna score reached 1.6m DPS 6 seconds with Ignite and RCB. Need to test further with other items (even coin ones) for the record. Can only show up to this point. For the next progress, need to be 8 slots first which looks to be a slim chance for me x( (i'm looking at you 2s wandering) With these the boss fights will be a lot faster. Who knows what could come next, with the upcoming rebalance and all. Cheers!
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Post by sstraycat on Aug 31, 2021 10:35:27 GMT
Days of the sniper as "walking vaccines" haunt me up to now, the reason I still do not prefer parties. Been kicked out of parties literally hundreds of times because at the time sniper was generally a 'weak' class. At least CF users were somewhat(?) welcome in parties though they were easily replaced by the dmg classes of those times; It was the worst for an auto-attack type sniper. Sniper + autoattack = autokick at bosses xD Funny now CF users eventually became immo for grinding and auto-attack became the boss killers. Wondering what'll happen after the rebalance...
Also now btw, never have I met any other auto-attack type sniper from those dark days.
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Post by sstraycat on Aug 24, 2021 15:47:31 GMT
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Post by sstraycat on Aug 11, 2021 4:06:40 GMT
For those who intentionally/unintentionally got pet skill Homing (increases HIT for 2minutes), does it increase clean hit rate by a good amount? For sniper, no. Homing will overwrite your current "Hit Rate" buff from either Sense or FW, & hit value becomes lower when using Homing. Sense SLv was 3 btw, and FW mirrors that. I suppose the same will happen to a class who already has a Hit Rate buff (with SLv to consider)? Outside of those Homing might be good.
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Post by sstraycat on Jul 21, 2021 3:01:17 GMT
Thanks guys xD Hope they don't change much/at all after the rebalance.
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Post by sstraycat on Apr 11, 2021 8:56:45 GMT
DOUBLE ATTACK EXPERIMENT PART III Good day, I'm writing this post to both correct and support some points regarding the first two double attack experiments (better late than never i guess xD... also I separated this post to avoid clutter). You might have already heard about how Fairy Wind reduces the autoskill (90-95%?). Was that true? We might have even heard the same stuff. Yet I was shocked to find out from this experiment's actuals how it really works. In this Experiment Part III, I'd like to: 1. Correct some points from the first 2 experiments 2. Find out how DA% is computed and determine actually how Fairy Wind's Autoskill decrease works, if possible 3. Determine Auto% needed for perfect/100% DA rate (skip to Conclusion for this if u want) First, I'd like to point out what were wrong about the previous two experiments: 1. Experiment 1 incorrectly assumed a 40% activation @256 CRT, just because it was stated in a wiki. It was wrong to have taken for fact the wiki info about a plateau, and how it computes DA rate using CRT. The wiki post was last modified in 2012, before the rebalance. As such, If another rebalance occurs in the future, then contents of this post might also become obsolete.
2. There was no account for Fairy Wind's Autoskill decrease on both previous experiments. Funny thing is that even with the bad points above, there will be some form of consistency to be found on the data later by the end of this post. You'll see that the data taken from these two would still prove significant. For now, next is to review what the first two experiments brought to light. 1. Experiment 1 disproved some % activation rumors. It also lead to a question if Autoskill's a contributing factor to DA (a VERY laughable idea at the time), which is why Experiment 2 was created. A side result was also observed --- the 2.6 multiplier for Hidden Arrow.
2. Experiment 2 showed that Autoskill IS a factor for DA, despite having no available info about that fact at the time.
Why the need for this Part III then? Well in Experiment 2, I got stuck with +30% autoskill (was poor ). Also left wondering whether perfect or 100% DA is possible. Only to find out later that yes, 100% double attack is possible (yyeeeeaaaaah!!), and it has its benefits: - You'd get the best possible DPS - No more recoil damage - Your concentration % will not decrease.So how much Autoskill do we need to put to get 100% DA? If you follow Experiment 2's pattern, it's about 60-67%, but remember that there were wrong/obsolete points on that experiment... so here we are. This time, I started from the very bottom, CRT=1. The process is the same, each test a total of 1000 attacks, divided between 10 sets of 100 attacks each. Having 100m training luna this time REALLLLLY helped a lot, else data would've taken weeks/months to gather. Below is the set used:
Weap: Mirror Bow SR ◇Iniliba ◇Sauro II ☆Rate Cut2 Arm: Licht ◇Iniliba ☆Rate Cut3 Add: Sieger ◇Iniliba ☆Rate Cut5 Acc: ☆MagDef5 Spec: NOM ◇Iniliba ☆Rate Cut4 Apos: MaltiG, VulschemG, Ignatz, VatendethG, IraiG. 8G lines Relic: Horutes, Cottonello,12 x melee+1% Those were selected just because they have no autoskill bonus. As for equips with auto bonus: Add: Lava Guard LU ◇Sakimori ◇Sakimori ☆MagDef4 -> gives +9% Auto Add: Headband NoUP ☆MpCost5 -> gives +5% Auto Acc: ☆Auto5 -> gives +5% Auto Please see tables below. Sorry for the jumbled table letters. Took these raw data without regards to any order. Now I had to label them by manner in which the raw data can be best explained. The numbers presented here, like in the previous experiments, represent (number of DA procs) / (total attacks) B A D C CRT=1, 0% Auto CRT=1, 0% Auto CRT=1, 9% Auto CRT=1, 10% Auto with Fairy Wind No FW with FW with FW 1 00 / 100 09 / 100 00 / 100 01 / 100 2 00 / 100 09 / 100 00 / 100 00 / 100 3 00 / 100 11 / 100 00 / 100 03 / 100 4 00 / 100 11 / 100 00 / 100 01 / 100 5 00 / 100 10 / 100 00 / 100 02 / 100 6 00 / 100 07 / 100 00 / 100 00 / 100 7 00 / 100 09 / 100 00 / 100 00 / 100 8 00 / 100 08 / 100 00 / 100 02 / 100 9 00 / 100 07 / 100 00 / 100 00 / 100 10 00 / 100 14 / 100 00 / 100 01 / 100 ---------------------------------------------------------------------------- Totals : 000 / 1000 095 / 1000 000 / 1000 010 / 1000
E F G CRT=8, 9% Auto CRT=72, 0% Auto CRT=72, 9% Auto with Fairy Wind with FW with FW 1 01 / 100 00 / 100 10 / 100 2 02 / 100 00 / 100 06 / 100 3 00 / 100 00 / 100 12 / 100 4 00 / 100 00 / 100 10 / 100 5 01 / 100 00 / 100 07 / 100 6 00 / 100 00 / 100 09 / 100 7 01 / 100 00 / 100 11 / 100 8 01 / 100 00 / 100 08 / 100 9 01 / 100 00 / 100 10 / 100 10 01 / 100 00 / 100 04 / 100 ---------------------------------------------------------------------------- Totals : 008 / 1000 000 / 1000 087 / 1000
I H J K CRT=80, 0% Auto CRT=80, 9% auto CRT=80, 10% Auto CRT=256, 0% Auto with Fairy Wind with FW with FW with FW 1 02 / 100 14 / 100 11 / 100 20 / 100 2 00 / 100 10 / 100 17 / 100 23 / 100 3 00 / 100 09 / 100 11 / 100 25 / 100 4 00 / 100 13 / 100 07 / 100 20 / 100 5 00 / 100 02 / 100 10 / 100 20 / 100 6 02 / 100 09 / 100 14 / 100 23 / 100 7 00 / 100 08 / 100 13 / 100 24 / 100 8 02 / 100 09 / 100 12 / 100 20 / 100 9 01 / 100 12 / 100 06 / 100 22 / 100 10 02 / 100 11 / 100 09 / 100 20 / 100 ---------------------------------------------------------------------------- Totals : 009 / 1000 097 / 1000 110 / 1000 217 / 1000 Looks confusing, but to interpret these data: A. @crt=1, 0% Auto, No FW, got 095 / 1000 actual => 9.5% At 1 CRT, the base proc rate for double attack is believed to be 10%. Got 9.5% actual result. Really close so this ties up with that 10%, provided Fairy Wind is not activated.
B. @crt=1, 0% Auto, with FW, got 000 / 1000 actual => 0% At 1 CRT, the base DA proc rate 10%, rate becomes 0% if Fairy Wind is activated (really surprised by this coz I was expecting about a 90-95% cut). At this point that myth had been busted.
C. @crt=1, 10% Auto with FW, got 010 / 1000 actual => 1% At 1 CRT, with 10% Auto, if you activate Fairy Wind, you'd get 1% chance to proc DA
Hold up... base 10% plus Auto 10%? And FW is activated but it still procs 1% DA??? Go to the next pls...
D. @crt=1, 9% Auto with FW, got 000 / 1000 actual => 0% At 1 CRT, with 9% Auto instead of 10%, if you activate Fairy Wind, you'd get 0% chance to proc DA
What could C and D tell us? There is always the base 10% chance to proc DA without FW. But if you use FW, you'd need 10% auto to at least proc 1% DA. Does this mean FW takes away 19% ? Too early to outright conclude that here so some more tables up for tests...
E. @crt=8, 9% Auto with FW, got 008 / 1000 actual => 0.8% Using 10% base with 9% Auto, makes 19%. FW supposedly takes away 19%? That takes it down to 0% DA proc rate from item D above.
But here I move CRT. From CRT 1, I incrementally added 7 stats to get to CRT 8 which produced an almost 1% result for DA proc rate. Would this be 1% DA proc per 8 CRT? And that 19% held up well...
F. @crt=72, 0% Auto with FW, got 000 / 1000 actual => 0% If its 1% per 8 CRT, maybe take up to 72 CRT? Supposedly 9% proc. No Auto this time. Add the 10% base and proc becomes 19% supposedly. Cast FW and see the 19% proc rate... go down to 0. Items C & D WERE telling us something.
G. @crt=72, 9% Auto with FW, got 087 / 1000 actual => 8.7% Same as in item F above (base 10% + 9%) but this time, add 9% auto. FW takes away 19%, leaving 9%. Actual result I got was 8.7%, very close to 9%.
H. @crt=80, 9% Auto with FW, got 097 / 1000 actual => 9.7% Same as item G above, the only difference is 8 more CRT. If 1% per 8 CRT, thats 1% more activation. The actual proc rate for this item is 9.7% compared to previous 8.7%. 1% more xD
I. @crt=80, 0% Auto with FW, got 009 / 1000 actual => 0.9% See Item F above. FW took away 19% activation leaving it 0%. CRT = 72 back then, we have 80 CRT here. From the 8 added CRT stats, we got 1% more activation. The actual result from this item is 0.9%, very close to 1%. That 19% taken by FW just became a pattern.
J. @crt=80, 10% Auto with FW, got 110 / 1000 actual => 11% From item I above, increase auto from 0 to 10%, we should also get 10% more activation. What happened to the actuals? From 0.9% to 11% is 10.1%.
K. @crt=256, 0% Auto with FW, got 217 / 1000 actual => 21.7% Now this last test was the one I failed to test in Experiment 1. CRT=256. As you can see actual DA rate @256 CRT is at 21.7%, very far from the expected 40% DA rate. Result value on that test only got past 40% proc because of my CRT back then.
Speaking of DA rate, what I got from doing these tests was the formula DA rate = 10% (base) + CRT/8 + Auto% If fairy wind is activated, that becomes DA rate = 10% (base) + CRT/8 + Auto% - 19% If you test the item K above using this formula, DA rate = 10% base + 256/8 + 0% auto - 19% = 23%. The (computed) 23% compared to 21.7% (actual) is close. So its like 230 procs and 217 procs both out of 1000 attacks. I know that the values have mostly just been close so far but a larger sample size should get these values closer.
Now we got a somewhat workable formula, I think? Would like to test this formula versus the data taken two years ago. From Double Attack Experiment Parts 1 and 2 (arranged by increasing Auto): Test Set1 - Total 447 double attack procs / 1000 attacks (about 4 procs in 10 attacks), used +0% auto Test Set3 - Total 565 double attack procs / 1000 attacks (about 5 procs in 10 attacks), used +10% auto Test Set4 - Total 653 double attack procs / 1000 attacks (about 6 procs in 10 attacks), used +20% auto Test Set2 - Total 766 double attack procs / 1000 attacks (about 7 procs in 10 attacks), used +30% auto Checked my CRT back then and it was 439. Now the fun part, using the past data's auto% we can get expected rates.... DA rate = base + CRT/8 + Auto% - FW DA rate = 10% + CRT/8 + Auto% - 19%
Test Set1 DA rate = 10% + 439/8 + 0% - 19% = 45. 875% Test Set3 DA rate = 10% + 439/8 + 10% - 19% = 55. 875% Test Set4 DA rate = 10% + 439/8 + 20% - 19% = 65. 875% Test Set2 DA rate = 10% + 439/8 + 30% - 19% = 75. 875% Comparing these derived values and the actuals from two years ago: Test Set1 - computed 45. 875% (ie. 458/1000 rounded down) vs. the actual 447 procs / 1000 attacks Test Set3 - computed 55. 875% (ie. 558/1000 rounded down) vs. the actual 565 procs / 1000 attacks Test Set4 - computed 65. 875% (ie. 658/1000 rounded down) vs. the actual 653 procs / 1000 attacks Test Set2 - computed 75. 875% (ie. 758/1000 rounded down) vs. the actual 766 procs / 1000 attacks Each of which seems to be very close (o.0) Freaky... CONCLUSIONS: 1. The test tables above show that -19% auto is caused by FW. Idk really looks rather.. odd? Being -20% seems more like it? Or -20%'s looking more like a safe bet. I'd like to say -20 but that's just my bias idk coz I didn't expect to get such an odd value. Cannot deny -19% was what came out of these tests starting from Table C, and so it was used in the formula. 2. As per the test data above, the formula for double attack rate while using Fairy Wind is DA rate = (base) + (CRT/8) + (auto% from all gears) - (auto% deducted by FW) DA rate = 10% + CRT/8 + Auto% - 19% 3. As it is the auto needed to get perfect/100% DA is... (If Lv420 char can get 466 CRT)
DA = base + CRT/8 + Auto% - FW (100% DA here) 100% = 10% + 466/8 + Auto% -19% Auto% = 100% - 10% - 466/8 + 19% Auto% = 50.75% With lower max CRT, the more Auto% you'd need to get 100% DA. (Edited Dec 2021) POST NOTES: 1. Idk if that 50.75% needs to be rounded somewhere along the way (yet we're all betting 51%'s safe yes?). I am also unfamiliar exactly how much Auto% does purple line give, given values for RL and BL. That was why the tests above used 8G lines to get rid of that unknown. 2. Wandering Clothes (previously known to us as Exile Garb or Outflow Clothes) has been released late November. This enables STR users (be it normal or spec bow) to use less Auto%.
Eg. If your STR is 464 it would be like an equivalent of +29% chance to get double attacks. Half of 464 is 232 and that is converted to CRT. Double attack chance procs have CRT/8 in the formula so 232/8 is 29.
Another example, if your STR is 480, then 480/2 is 240 converted to CRT. CRT/8 or 240/8 is 30, giving you free 30% DA proc. So If you have STR in your build, instead of using your resources to get 29-30% auto (which does the same job of boosting double attack chance and is expensive), just get Wandering. 3. Equipping something that decreases autoskill, like Slebinian Badge, will eat up the DA proc rate provided by CRT and even erase the base. Try to equip that item and see your DA procs go away. Autoskill debuffs would do the same. On the contrary, an auto buff like the one from Ench's Draw skill increases DA rate. 4. It was fun that even data from two years ago came into place. If a rebalance happens again, would all this be changed?
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Post by sstraycat on Feb 24, 2021 15:39:03 GMT
.... they already have the formula for DA. Base rate is 10% and increased by 1% per 9 CRT. They don't state any cap on CRT whatsoever. This is actually good news. If there's no more cap to get a DA by CRT then the % I gave before becomes lower. 450/9 = 50. You get 50, not a plateau 40. Is that added to the 10% base? Even if not you really just need 50% more auto to complete the 100% DA. Wonder since when did this happen? No info on this before, so I might need to continue that double attack experiment thread... Going back to one of OP's original question about veleno, FW isn't responsible for veleno not proc'ng. It's the double attack passive. If double attack procs, veleno doesn't so you need to turn off double attack to give chance for the veleno to proc (take note that if you do use FW at this time, it lowers your autoskill).
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Post by sstraycat on Jan 12, 2021 12:19:25 GMT
Hope I'm right with these, kinda rusty on the basics.... Q: Fairywind with overclock reduces auto by 90-95%? making other autoskill proc by atk like wyn and veleno unusable. Does it apply also in disable set?
A: Forgot about wyn and veleno but I'm sure disable set still works with FW and OC ( proof here) I also recall that statement as "FW with OC reduces auto to 90-95%". "To" not "By". Meaning instead of leaving you with 5-10% auto, it leaves your auto to 90 to 95% of the previous value. Hope I recalled that correctly. To counter this effect of fairywind, just get gears and als with high total auto%. Unfortunately, this means having full 2s gears can't be avoided if you're after the best auto% total. Why need a high auto%? See Answer to Q#3. Side note: I tried to see what exact value is that 90-95% in a new experiment. Turns out the truth is far from this. Please see here. Q: Fairy wind reduces cf dmg? Is it really true? If true what do you buff when doing cf?
A: False. FW decreases Autoskill. Q: Hidden arrow proc rate determine by crt rate not autoskill because double atk proc by crt rate?A: Hidden Arrow always procs. Whether normal attack crits or not, whether double attack procs or not, Hidden Arrow always procs. The difference is that it gives the best damage whenever you get crits with double attack. Additional note: If you get a -100% auto debuff or gear effect, Hidden Arrow still procs but double attack chance becomes 0. Tried it with a Slebinian Badge.
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Post by sstraycat on Oct 1, 2020 7:51:27 GMT
actually they won't necessarily learn anything at lvl 50. I've had two boss pets that had max stamina and affinity learn nothing till lvl 60 and the other even at 76 learnt nothing. And when it did I T E M R E C O V E R Y +4% Aww, thats unlucky. At those times, were you feeding the pet (not the daily stat/lv up via training)? If you did then they really meant it when they said "randomly"... iruna-online.com/faq_portal?kbn=LAIsland%20and%20Pet#no64- Pet Skills -
When you raise a pet at a certain level, your pet will randomly learn a skill by feeding.
Pet Skills are categorized as "Extra Skill" and they buff the player in Iruna Online.
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Post by sstraycat on Sept 26, 2020 12:43:04 GMT
Dunno if I should have posted this on an existing thread or not (if so which one?). Just want this list out here before I lose it. Please let me know should there be corrections.
SNIPER SKILLS (Edit: Full Sniper and App Sniper only, does not include skills from being hunter, warrior or adventurer)
Bow Mastery (passive) A book that raises your ATK and range when wielding a bow. (ATK+? BowRange+?) Lv3, (Level 140, Full Sniper)
Survival (passive) Gain surviving skills. Raises natural HP recovery Lv2 (Level 120, Apprentice Sniper) Lv3 (Level 140, Full Sniper) Lv4 (Level 260, Item, Sitara, Kreya City)
Aim (passive) Improves ATK and accuracy when wielding a bow Lv1 (Level 120, Apprentice)
Sense Improves accuracy and attack speed on the target Lv1 (Level 120, Apprentice) Lv2 (Level 200, Item, Matif, Drafbourg) Lv3 (Level 260, Item, Sitara, Kreya City)
Paralysis Dip the weapon in paralyzing venom. Chance of paralyzing enemies and dealing additional damage Lv1 (Level 140, Full)
Night Eye Nullifies Blind for a certain number of times. Recovers Blind status if already Blind. Lv1 (Level 160, Quest, King Elbano, Elban City) Lv2 (Level 200, Item, Filey, Eryldan Desert)
Freeze Arrow Shoot a freezing arrow. Lower target's defense and speed by freezing it Lv1 (Level 180, Quest, Levia, Pub Spargas)
Fast Shot ASPD increases but accuracy and critical rate decrease. Cannot move during the skill Lv1 (Level 160, Quest, Levia, Pub Spargas)
Sniping Shoot a clearly targeted enemy. Attack ignores enemy's defense. Lv1 (Level 180, Quest, Levia, Pub Spargas) Lv2 (Level 300, Quest, King Elbano, Eldan City)
Area Rain Shoot arrows in the air. Deal damage for certain intervals with time lags Lv1 (Level 220, Quest, Matif, Drafbourg) Lv2 (Level 260, Quest, Delma, Lograth)
Crossfire Special bow skill using Area Rain. Increase the damage of Area Rain. Unavailable during Item delay. Lv1 (Level 240, Quest, Matif, Drafbourg)
Anesis Nullifies Freeze certain number of times. Remove Freeze if already inflicted. Lv1 (Level 240, Item, Delma, Lograth City)
Yoareg Nullifies Burn certain number of times. Remove Burn if already inflicted. Melee up depending on Lv. Lv1 (Level 260, Quest, Delma, Lograth City)
Overclock Concentrate on attack. Greatly increase attack speed and power. Take recoil damage when attacking. Lv1 (Level 320, Quest, King Elbano, Eldan City)
Job Master (passive) A proof of mastering Sniper. Boost Job Bonus. Lv1 (Level 280, Quest, King Elbano, Eldan City)
Smoke Drop A skill to distract enemies. Reduce hate against a target. Invalid when you are targeted. Lv1 (Level 190, Quest, Tiel, Diel Village)
Ambush (passive) Attack off guard enemies effectively. The critical damage percentage to the enemies with low hate increases. Lv1 (Level 280, Item, Sitara, Kreya)
Faint Arrow An arrow that breaks consciousness. Reduce hate from the target. Lv1 (Level 300, Item, Sitara, Kreya)
Fairy wind Increase PT members' movement speed and you can attack with the bow while moving. Autoskill rates decrease. Lv1 (Level 320, Quest, King Elbano, Eldan City)
Blind Arrow Release arrows into the enemy's eyes. Inflict Darkness on a target, and lower critical rate and range. Lv1 (Level 200, Item, Matif, Drafbourg)
Arrow Break Deal heavy arrows for a chance to inflict Dizzy when attacking. Small additional DMG. Lv1 (Level 220, Item, Matif, Drafbourg)
Decoy Briefly summon a decoy of yourself. If you are targeted, the decoy will be attacked instead. Lv1 (Level 260, Quest, Delma, Lograth)
Hidden Arrow (passive) When attacking normally, deal added DMG with hidden arrows. Must equip bow, use Fairy Wind and Overclock Lv1 (Level 340, Quest, King Elbano, Elban City)
Antivirus Obtain resistance to status ailments depending on the skills learned. Cure the ailments already inflicted. Lv1 (Level 260, Item, Delma, Lograth)
Cure Disease Obtain resistance to status ailments depending on the skills learned. Cure the ailments already inflicted. Lv1 (Level 320, Item, Sitara, Kreya)
Hawkeye Raises DEX and critical damage Lv3 (Level 140, Full) Lv4 (Level 220, Quest, Levia, Pub Spargas)
Arrow Rain A bow-only attack that deals damage based on number of hits and attack range Lv3 (Level 120, Apprentice) Lv4 (Level 140, Full) Lv5 (Level 200, Quest, Levia, Pub Spargas)
Comet Tail Only usable during a strong attack. Attack and extend the effect of Area Rain while boosting the power of the next Crossfire you use. Lv1 (Level 360, Quest, King Elbano, Eldan City)
Storm's Calling When taking heavy damaged by magic attack, partially nullified some and counterattacks with a wind attack. Lv1 (Level 360, Item, Letzel, Dorizola Wasteland) Note: Map after EP5 boss Laster. Costs 10m
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Post by sstraycat on Sept 22, 2020 10:36:54 GMT
Regardless whether it's a boss pet or not, feeding pet eggs will always give premium skills (which includes large shield) to any type of pet. It should be as a boss pet, to answer your qn Any pet could learn premium skills now? Will that include rowell or pulis? Or even roar or runa? To get premium skill, I think you'll need a BOSS pet egg as feed. irunaonline.boards.net/thread/27897/pet-skillsIf you ask me that method's wasteful. Better to hatch the boss pet, level it to 50, and it will learn a random skill. If you don't like the skill, erase it with 500 isle points, then feed the boss pet (any food) to have it learn another skill. Food does not affect what skill it learns. Getting the skill you want is entirely random and WILL involve many retries. Fast ways to get isle points are by island hopping or planters. In summary, Boss pets - learns normal and premium skills Normal/Event pets - can only learn normal skills; can learn premium if you feed it Boss pet eggs, or (in case of bred pets) if 1 of its parents has a premium skill
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Post by sstraycat on Sept 19, 2020 5:10:23 GMT
Does anyone have info on the relic shapes for vida and metal sauro? Just left those 2 before we can wrap up this thread to perfection! RNG maybe?
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